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June 27, 2016
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June 27, 2016
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Updates » Production
Dwarf Fortress: Figuring out how to simulate the universe, one step at a time  
by Christian Nutt [03.31.16]
"If I could push a button and make it happen I would do it, but since you have to prioritize it’s like we’re more on a crusade to put the narratively interesting parts of the world. We don’t care about atoms and stuff."
Console/PC, Indie, Design, Production

Using retail Xbox Ones as dev kits comes with significant caveats 2
by Alex Wawro [03.31.16]
Now that any retail Xbox One to be used as a dev kit, Microsoft has laid out the system resources available for Universal Windows Platform apps & games running on Xbox One -- and they're a bit meager.
Console/PC, Production

Don't Miss: Lessons CCP learned from EVE Online's player council 7
by Alexander Gianturco [03.31.16]
In this classic feature, EVE Online player Alexander "The Mittani" Gianturco examines the ups and downs of having a player council in your game who can advocate directly to the dev team.
Console/PC, Social/Online, Design, Production

Reminder: You have one day to apply to the Stugan dev accelerator camp 1
by Alex Wawro [03.30.16]
Pitched as "game dev summer camp", the Stugan accelerator is calling for applicants to its second game-making program, which will see 20 devs spending 8 weeks making games in a cabin in Sweden. Applications close March 31.
Indie, Production, Business/Marketing

Why we went for a sequel, even if the original was not a hit 6
by Gamasutra Community [03.30.16]
"Our findings confirm that there is enough players for high-quality card-battler games that f2p business model for our game would make sense. CCG space is not (yet) filled up with games that sound and taste similar to each other."
Smartphone/Tablet, Indie, Production, Business/Marketing

Any retail Xbox One can be used as dev kit starting now 9
by Kris Graft [03.30.16]
UPDATED: At Microsoft’s Build Conference this morning, the company said it will soon deliver on a promise made even before Xbox One’s launch – to allow devs to use any Xbox One as a dev kit.
Console/PC, Production

How The Church in the Darkness turns real events into a dynamic story 3
by Bryant Francis [03.30.16]
We found out how Richard Rouse III's The Church in the Darkness uses a chapter from history--1970s cult communities--and a little randomness to drive a dynamic narrative.
Indie, Design, Production, Video

Video: Animal Crossing: Turning a New Leaf  
by Christian Nutt [03.29.16]
In this 2014 talk, Animal Crossing: New Leaf producer Katsuya Eguchi and director Aya Kyogoku discuss the different approaches they tried in order to develop ideas that would take advantage of the environments surrounding players.
Console/PC, Design, Production, Video

The challenges of localizing a typing game 3
by Gamasutra Community [03.29.16]
"You get to type a lot of words, in fun, varied ways, so we end up with a lot of text content. We don’t just use random words. That makes the translation work crucial for the experience of the non-english speaking players."
Console/PC, Indie, Production, Business/Marketing

Ubisoft opening triple-A production studio in the Philippines  
by Chris Kerr [03.29.16]
The Assassin's Creed creator will aim to hire up to 50 new people in the studio's first year, and will task its new team with collaborating and assisting with the development of its triple-A console releases. 
Console/PC, Production, Business/Marketing

The secrets of Oculus Rift's design: 'If it seems broken,' it's broken 1
by Christian Nutt [03.28.16]
"“It should be easier to use a Rift than to make an email address. People are willing to deal with a download or a progress bar; what they mind is when there’s a problem they can’t figure out."
VR, Production, Business/Marketing

Study combs through 155 Gamasutra postmortems for what went right and wrong 2
by Christian Nutt [03.28.16]
A scholarly review of 155 Gamasutra postmortems -- produced by academics from the Rochester Institute of Technology in conjunction with Microsoft Research -- gets to the heart of game development.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: The pros and cons of procedural generation 6
by Gamasutra Community [03.28.16]
"This type of analysis is a good way for you to understand when you should use it and it varies depending on what you want to do. The root cause for some of these arguments in favor or against might be the same."
Indie, Programming, Design, Production

Video: How NetherRealm built Mortal Kombat's cinematic story mode  
by Staff [03.25.16]
In this GDC 2013 talk NetherRealm's Adisak Pochanayon explains how, exactly, "there's a full-length feature film rendered in our game, with seamless transitions in and out of gameplay."
Console/PC, Programming, Design, Production, Video, Vault

Classic Postmortem: Lionhead's Black & White 1
by Peter Molyneux [03.25.16]
Fifteen years ago today, Lionhead Studio's unique creature-training God game Black & White was released. Here's Peter Molyneux's in-depth postmortem that first ran in Game Developer magazine.
Programming, Art, Design, Production

GDC Europe 2016 announces dates and calls for papers  
by Staff [03.25.16]
GDC organizers have put out the call for submissions to present lectures and panel sessions at the 2016 Game Developers Conference Europe, which will run August 15-16 in Cologne, Germany.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Smart calls, timing, luck, & poverty: How Rocket League succeeded 5
by Chris Baker [03.25.16]
At GDC, Corey Davis, design director of Psyonix, talked about the many factors that went into making Rocket League the biggest surprise hit of 2015.
Console/PC, Indie, Design, Production, Business/Marketing, Video, GDC

Now you can access your PC's desktop in SteamVR  
by Christian Nutt [03.23.16]
Trying to stay productive while working on a VR game? The latest Steam client beta offers Steam Desktop Overlay -- a way to check your PC's desktop in-HMD.
VR, Production

Don't Miss: The stories behind SCUMM, one of the game engine greats 13
by Staff, Mike Bevan [03.23.16]
In this classic 2013 feature, SCUMM ("Script Creation Utility for Maniac Mansion) co-creator Aric Wilmunder shares stories of making one of the all-time great game engines while at LucasArts.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Video: How Double Fine remastered Day of the Tentacle  
by Chris Kerr [03.23.16]
Double Fine has been in the business of resurrection in recent years, and now the studio has given us a behind-the-scenes look at how it brought its 1993 classic, Day of the Tentacle, back to life.
Console/PC, Design, Production, Video