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February 13, 2016
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February 13, 2016
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Updates » Production
Inside the classic Konami fighting game that never was  
by Gamasutra Community [11.11.15]
"It required really high manpower, and it was so time consuming. Also the capacity required for the hardware was too high. So those challenges were not something we were able to overcome."
Console/PC, Art, Production, Business/Marketing

Classic Postmortem: Guitar Hero GDMag Exclusive  
by Daniel Sussman & Greg LoPiccolo [11.08.15]
The genre defining rhythm game turns 10 today. Here's a classic postmortem of the game that first ran in Game Developer magazine.
Console/PC, Indie, Art, Audio, Design, Production, History, GD Mag Exclusive

Guild Wars publisher NCSoft opens mobile gaming division  
by Chris Kerr [11.06.15]
Guild Wars and WildStar publisher NCSoft has opened Iron Tiger Studios, a new mobile gaming division based in San Mateo, California.
Smartphone/Tablet, Production, Business/Marketing

The making of Prince of Persia: The Sands of Time GDMag Exclusive  
by Yannis Mallat [11.06.15]
Ubisoft's masterful reboot of the Prince of Persia franchise was released 12 years ago today. Yannis Mallat wrote this postmortem for Game Developer magazine.
Console/PC, Programming, Art, Design, Production, Business/Marketing, History, GD Mag Exclusive

20 years of Fallout: Lessons learned shipping games in the wasteland 3
by Alex Wawro [11.06.15]
As the game industry braces for Fallout 4, Gamasutra speaks to developers who have worked on multiple Fallout games to learn how things have changed in the 20+ years since the series got its start.
Console/PC, Design, Production

Playing with optical illusions in Anamorphosis 1
by Lena LeRay [11.05.15]
Lucien Chen's interesting indie puzzler is all about finding the right vantage point so that hidden images become clear.
Console/PC, Indie, Design, Production, Video

Buggy Assassin's Creed Unity to blame for slow Syndicate sales, says Ubisoft 11
by Chris Kerr [11.05.15]
Ubisoft execs have explained that sales of Assassin's Creed Syndicate have suffered because of the negative reaction to last year's bug-riddled release, Assassin's Creed Unity.
Console/PC, Production, Business/Marketing

The making of Call of Duty 4: Modern Warfare GDMag Exclusive 1
by Zied Rieke & Michael Boon [11.05.15]
Infinity Ward's influential shooter debuted 8 years ago today. The lead designer and technical art director wrote this postmortem of it for Game Developer magazine.
Console/PC, Design, Production, Business/Marketing, History, GD Mag Exclusive

Don't Miss: How Bethesda started making Fallout games 2
by Chris Remo [11.04.15]
In this classic 2008 interview, Fallout game director Todd Howard opens up about how the company tried to manage the franchise well, from researching the game's world to answering a rabid fanbase.
Console/PC, Design, Production

Measuring accountability, as a lead 2
by Gamasutra Community [11.04.15]
"Accountability: what is it? Why is it important, and what do you do when someone on your team isn't pulling their weight? This week, I talk about one of the hardest nuts to crack as a manager."
Console/PC, Production

The Fragility and Pain of Friendship in We Know the Devil  
by Joel Couture [11.04.15]
Friendship is a major theme of this visual novel about three teens stuck in a religious summer camp. It explores the difficulties and pain surrounding this precious aspect of our lives.
Indie, Design, Production

A mother's journey: The making of Shelter 2  
by Gamasutra Community [11.04.15]
"How Shelter 2 emerged from the original, how the features grew, and a bit about how the development process looked in different stages."
Console/PC, Indie, Production

Don't Miss: The making of Star Wars: Droidworks GDMag Exclusive 1
by Jon Blossom & Collette Michaud [11.03.15]
This Game Developer Magazine postmortem details the making of Lucas Learning's classic 1998 game, which taught young Padawans about using the forces of Energy, Magnetism, Motion, and Light.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

How Renowned Explorers folds diplomacy into its combat system 5
by Phill Cameron [11.03.15]
Adriaan Jansen of Abbey Games explains the process of designing a sophisticated combat system that accommodates diplomatic strategies, and tracks the shifting mods and attitudes of characters.
Console/PC, Indie, Design, Production, Video

The pain of a project with too much work and too few people 3
by Christian Nutt [11.02.15]
Trails in the Sky SC featured a script longer than War and Peace but with just a handful of people working on editing it for localization -- driving them almost beyond endurance.
Console/PC, Production

Classic Postmortem: Asheron's Call GDMag Exclusive 1
by Toby Ragaini [11.02.15]
This long-running MMORPG turns 16 today. Designer Toby Ragaini wrote a postmortem of the game's design Game Developer magazine, which is published here online for the first time to mark the occasion.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

Layoffs at Just Cause 3 developer Avalanche Studios 1
by Chris Kerr [11.02.15]
Just Cause 3 developer Avalanche Studios has been forced to let go staff at both its New York and Stockholm offices.
Serious, Production, Business/Marketing

The making of The Beast Within: A Gabriel Knight Mystery 2
by Gamasutra Community [11.02.15]
"Jensen decided the time had come to test his strength of character. She dug up her original idea of Gabriel investigating a series of murders that locals believed to be the work of a werewolf."
Console/PC, Design, Production, History

Classic Postmortem: Silent Hill 4: The Room GDMag Exclusive 2
by Akihiro Imamura & Akira Yamaoka [10.30.15]
In this Game Developer magazine postmortem, Akihiro Imamura and Akira Yamaoka describe the making of their claustrophobic 2004 horror classic in grisly detail.
Console/PC, Programming, Art, Audio, Design, Production, History, GD Mag Exclusive

UX walkthrough: Anatomy of a usability test in video games 7
by Gamasutra Community [10.30.15]
"User experience design has become the mainstay of creating intuitive and rewarding offline, online digital experiences, be it across web, apps physical products or more recently GAMES."
Console/PC, Smartphone/Tablet, Design, Production, Business/Marketing