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March 24, 2017
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Updates » Production
What do you think about the Nintendo Switch? Tell us today at 3PM EST  
by Bryant Francis [01.13.17]
We're streaming a live discussion about what's up with the Nintendo Switch today at 3PM EST. Come chat with us!
Console/PC, Programming, Design, Production, Business/Marketing, Video

Yoot Saito is coming to GDC 2017 to present a Classic Game Postmortem of Seaman!  
by Staff [01.13.17]
Yutaka “Yoot” Saito, the talented game designer known for his idiosyncratic approach to game dev, will be delivering a Classic Game Postmortem on his remarkable Dreamcast game Seaman at GDC 2017!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Get a job: Disruptor Beam is hiring a Senior Producer  
by Staff [01.12.17]
Disruptor Beam is looking for a Senior Producer to collaborate with product owners and game leads to shepherd games and features from initial concept to final delivery in Framingham, Massachusetts.
Indie, Production, Recruitment

Design oversights and accidental racism in You're in the Movies 1
by Chris Kerr [01.12.17]
Recounting the tale of "the worst moment" in his career, You're in the Movies lead designer Andy Trowers has shed some light on how accidentally created a racist video game. 
Console/PC, Production

Blog: 15 tips from a young game developer 2
by Gamasutra Community [01.12.17]
A game design student serves up some advice on how to become a highly efficient and creative video game developer.
Design, Production

How do you make the sequel to Frog Fractions? Like this  
by Staff [01.11.17]
"Start with a dumb idea, then grow it based on feedback, relying on what my personal fun/funny considers the obvious next move," Frog Fractions creator Jim Crawford tells Kill Screen.
Indie, Design, Production

Games for Change wants to spotlight migration through game design  
by Chris Kerr [01.11.17]
Games for Change has joined forces with the Migration Policy Institute to host a $10,000 migrant game design challenge to inspire the creation of a game that connects existing and migrating communities.
Design, Production, Business/Marketing

Blog: What kind of tools should kids make games with? 8
by Gamasutra Community [01.11.17]
A look at the kinds of tools available for kids to develop games with, and an exploration of the pros and cons of each.
Design, Production

Blog: 20 things I've learned about game development 24
by Gamasutra Community [01.11.17]
Thinking about what it means to be over fifty in game development prompted me to make a list of what I consider the twenty most important things I've learned over the years. Here they are!
Design, Production

Don't Miss: Applying lessons learned from bad horror games in Dead Secret 4
by Staff [01.10.17]
Chris Pruett's encyclopedic knowledge of horror games fueled the creation of Dead Secret. But, surprisingly, he said that bad horror games taught him a lot more than the masterpieces.
Indie, Design, Production

Blog: How being a game designer made me a better producer 6
by Gamasutra Community [01.10.17]
I'm mainly a producer, but I worked as a game designer for six months on my last project, which taught me a huge amount about working with game designers.
Design, Production

Blog: What we learned from our successful Kickstarter 2
by Gamasutra Community [01.09.17]
A birds-eye view of crowdfunding from a successfully funded project, including useful resources for anyone considering crowdfunding as a means to fully or partially fund their game project.
Production, Business/Marketing

How Final Fantasy VII conquered 3D and made history  
by Alissa McAloon [01.09.17]
After two years of work and interviews with over thirty people, Polygon has published a massive feature that documents the inception, development, and impact of Final Fantasy VII.
Console/PC, Programming, Design, Production

Don't Miss: 6 ways to make your game more appealing to speedrunners 1
by Staff [01.09.17]
The makers of Spelunky, Shovel Knight, Crypt of the Necrodancer, and Axiom Verge share tips on how to design a gameplay features that are catnip to the speedrunning community.
Console/PC, Indie, Programming, Design, Production, Business/Marketing

Blog: Training design students to tackle art issues with prototypes  
by Gamasutra Community [01.09.17]
Here's how I trained design students to solve art issues during the prototyping phase.
Art, Production

Tim Sweeney: Closed VR platforms are 'sending the wrong message' 11
by Chris Kerr [01.09.17]
Epic Games founder Tim Sweeney has put forward a passionate case for a virtual reality industry that's open and cooperative. 
VR, Production, Business/Marketing

Blog: A brutally honest postmortem of indie platformer, Poncho 19
by Gamasutra Community [01.09.17]
This is where I go through all the trials and tribulations of creating a multi-platform indie game over four years. Maybe by reading this, you won't make the same mistakes we did. Enjoy!
Console/PC, Art, Design, Production, Business/Marketing

Rethinking the player avatar in VR 2
by Phill Cameron [01.09.17]
We talk to Max Weisel of NormalVR, Nicolas Doucet of Playroom VR, and Timothy Johnson of Sluggy's Fruit Emporium about the possibilities and pitfalls of VR avatars, as well as why non-human avatars are the way forward.
VR, Console/PC, Indie, Programming, Design, Production

Video Game Deep Cuts: Let It Die, 2017  
by Gamasutra Staff [01.08.17]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, profiles 2016's highlights, 2017's future highlights, & lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Gamasutra's predictions for the game industry in 2017  
by Bryant Francis [01.06.17]
To help ring in the new year (a few days late) the Gamasutra editorial staff sat down to talk about what 2017 has in store for the game industry.
Console/PC, Production, Business/Marketing, Video