Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 1, 2016
arrowPress Releases
May 1, 2016
PR Newswire
View All

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Updates » Production
Road to the IGF: Pol Clarissou's Orchids to Dusk  
by Phill Cameron [02.19.16]
"Lots of games give as much agency as possible to the player and build the game around them, I wanted to make something where your interaction wasn't one where everything revolves around you."
Console/PC, Indie, Art, Design, Production, Video, IGF

How we A/B test game art and icons 1
by Gamasutra Community [02.18.16]
"When it comes to free to play design, our studio starts with creative freedom and then decides through quantitative feedback. In practice what does that mean? Lots of experiments and A/B tests."
Smartphone/Tablet, Art, Production, Business/Marketing

Road to the IGF: Bonfire Games' Pitfall Planet  
by Phill Cameron [02.18.16]
"A lot of games add co-op by having both players play an essentially single player game at the same time, but we wanted to try and really take advantage of the multiplayer component."
Console/PC, Indie, Design, Production, Video, IGF

FunPlus launches $50 million fund for indie, mobile games 2
by Christian Nutt [02.17.16]
Mobile developer and publisher FunPlus today announced a new $50 million fund aimed at indie developers -- primarily, but not exclusively, mobile-focused teams.
Smartphone/Tablet, Indie, Production, Business/Marketing

Road to the IGF: Sam Barlow's Her Story Exclusive  
by Alex Wawro [02.17.16]
Developer Sam Barlow opens up about why the game was made and how he wound up using two dusty old VHS players to create one of the the IGF 2016's Grand Prize nominees.
Indie, Art, Audio, Design, Production, Exclusive, IGF

Alt.Ctrl.GDC Showcase: Pretty Fox Games' Slap Friends! 1
by Joel Couture [02.17.16]
Terrence Tolman tells us about his "silly no-button fighting game with a wearable twist," which is part of this year's Alt.Ctrl.GDC showcase of unique interface innovations.
Indie, Design, Production, Video, GDC

The prehistory of Spaceteam 1
by Gamasutra Community [02.16.16]
"That’s where the idea came from: having something on one screen that you had to react to on another screen, sort of necessitating communication between the two people—not just between devices, but between the people themselves."
Smartphone/Tablet, Indie, Design, Production

Firewatch artist shares dev perspective on people gaming Steam refunds 52
by Alex Wawro [02.16.16]
"I am sad when people think this game is not worth the money we asked for (which we thought was a fair ask)," wrote artist Jane Ng on the Firewatch Steam forum. "It makes me feel like I failed them."
Indie, Design, Production, Business/Marketing

Attend VRDC at GDC to learn from Lucasfilm's VR experts  
by Staff [02.16.16]
VR creators, take note: GDC 2016 organizers are excited to welcome VR experts and experimenters from Lucasfilm's cutting-edge ILMxLAB to speak at the Virtual Reality Developers Conference in March.
Console/PC, Production, GDC

DevOps in game dev: The beginning  
by Gamasutra Community [02.16.16]
"The typical example of DevOps is the automation of builds and deployments of websites or software. The philosophy is broader, however. It's taking the same design approach to processes as one would to develop a game."
Console/PC, Smartphone/Tablet, Production

Find out how the world of The Witness was brought to life  
by Chris Kerr [02.16.16]
The Witness artist and indie developer Luis Antonio has started unravelling the mysteries of the game's design and art direction in an ongoing deep dive posted on his blog. 
Indie, Art, Production

How Subnautica plunges deeper into rendering realistic water 2
by Bo Moore [02.16.16]
'In the real world, it's actually pretty hard to see underwater,' says Max McGuire of Unknown Worlds Entertainment. 'There's a strong blue cast, and the sunlight doesn't penetrate very deeply.'
Console/PC, Indie, Programming, Art, Design, Production, Video

How Calendula blurs the lines between player and game 1
by Joel Couture [02.15.16]
"We take something familiar and turn it into a mystery, and that is the source of almost every human fear - the doubt of it being somehow real."
Indie, Design, Production, Video

Devs Answer: What objects would you want to interact with in VR?  
by Bryant Francis [02.12.16]
Devs respond to our Twitter question—what objects do you really want to interact with in VR? 
Design, Production

Blog: Lumberyard's 5 biggest challenges 8
by Gamasutra Community [02.12.16]
"I've been using AWS for years as a DevOps engineer. When the announcement was made, several people asked me what I thought, so I decided to write it down. In my mind, there are major hurdles that AWS will need to overcome."
Console/PC, Programming, Production

Postmortem: Joel McDonald's Prune 15
by Joel McDonald [02.12.16]
"Prune is a tiny mobile game about the simple pleasures of growing and cultivating trees. It’s a delicate dance to remove that which does not matter in favor of that which does."
Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing, Video

See Pokemon GO deconstructed at GDC's Smartphone & Tablet Games Summit  
by Staff [02.11.16]
With the 2016 Game Developers Conference right around the corner, organizers would like to highlight some of the great talks taking place at the conference's Smartphone & Tablet Games Summit!
Smartphone/Tablet, Design, Production, Business/Marketing, GDC

Blog: Game industry word problems 9
by Gamasutra Community [02.11.16]
"Take your time, crunch the numbers, and make sure you have the personal financial ability to weather a few years of little to no income. It generally takes companies somewhere between 3-5 years to break even."
Indie, Production

Google Cardboard VR gets native Unity support  
by Chris Kerr [02.11.16]
Native Unity support will be coming to Google's entry-level virtual reality product, Google Cardboard.
VR, Programming, Design, Production

Episodic triple-A will work, so expect more games to do it, says Hitman dev 1
by Christian Nutt [02.10.16]
Hans Seifert, head of Io Interactive: "Whenever we ship a game we think it's the best possible Hitman game we could have done. ... But, you know what? That's not always true."
Console/PC, Production, Business/Marketing