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July 28, 2014
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July 28, 2014
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Updates » Production
Video: Tackling male sexualization in games 4
by Staff [05.28.14]
Writer Michelle Clough examines how and why developers might craft desirable male characters and how they can create a more welcoming atmosphere for straight women, gay men and others during GDC 2014.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Video, Vault

Get a job: Vicarious Visions is hiring a software engineer  
by Staff [05.28.14]
The developers of Skylanders are looking to hire an experienced software engineer to help create games on both current and last-gen platforms in the company's Albany, NY office.
Console/PC, Programming, Production, Recruitment

GDC Europe 2014 adds talks on League of Legends and going indie 1
by Staff [05.28.14]
Game industry veterans Don Daglow and Teut Weidemann are two of the latest additions to the speaker lineup for GDC Europe 2014, which takes place in Cologne this August.
Console/PC, Social/Online, Indie, Design, Production, Business/Marketing, GDC Europe

The road to becoming a producer: A personal journey  
by Gamasutra Community [05.28.14]
Matt Powers tells the story of how he went from a hobbyist programmer, through a full CS course in college, and ended up moving away from coding to production in this history-tinged look back.
Console/PC, Production

GDC launches this year's State of the European Game Industry survey  
by Staff [05.28.14]
In order to record the state of the game business going into GDC Europe 2014, organizers are polling all European game developers for their thoughts on the future of the industry and their place in it.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

GDC GM Scavio explains GDC Next's new agenda  
by Staff [05.27.14]
Game Developers Conference general manager Meggan Scavio explains GDC Next's evolved theme - 'You've made a game, what's next?', as call for lectures ends this Friday.
Console/PC, Social/Online, Smartphone/Tablet, Design, Production, Business/Marketing, GDC Next

Applying polish: How to make a game more appealing 9
by Gamasutra Community [05.27.14]
"Numerous people have said that polishing a game is one of the most important parts of game development. I will cover some of the methods and techniques I used to polish my game to make it more appealing."
Console/PC, Smartphone/Tablet, Indie, Art, Audio, Production

The elimination of waste: Lean Six Sigma applied to game dev 16
by Gamasutra Community [05.27.14]
"While Scrum has made a strong push into game production, many other techniques remain on the sidelines. I will focus on the core principles of Lean Six Sigma and how it can apply to everyday game development."
Console/PC, Production

Sir, You Are Being Hunted, and the advantages of procedural generation Exclusive 4
by Alex Wawro [05.27.14]
Big Robot's Jim Rossignol expounds upon how Sir, You Are Being Hunted's procedural generation systems work and the trials and triumphs of developing a Kickstarted game in public.
Console/PC, Indie, Programming, Design, Production, Exclusive, Video

Creating a bubble popping game: Making a doc for the art team 2
by Gamasutra Community [05.26.14]
"Hi, my bubble popping game developer friends. No matter if you use an internal art team or contractors to make the artwork, you need to make the same document for them."
Smartphone/Tablet, Art, Production

Blog: The first novel I've read that accurately portrays game development 2
by Gamasutra Community [05.26.14]
"My basic feeling was: Oh thank god! Someone has written a book that makes you actually understand what it feels like to be a game developer -- the heartbreaks along with the triumphs."
Console/PC, Design, Production

Blog: How can you make sure you will not make money on your game 22
by Gamasutra Community [05.23.14]
"Was the game a success or failure? I am sure that I will not recover my costs, so commercially it is a failure. But I am very proud about both what I accomplished, and the things I learned."
Console/PC, Indie, Production, Business/Marketing

A tricky collaboration: A musician meets a game dev 4
by Gamasutra Community [05.23.14]
Smartphone dev Jeremy Alessi makes friends with a musician and creates a game for the launch of his album -- but finds the collaboration trickier than expected, particularly when Apple gets involved.
Smartphone/Tablet, Indie, Art, Production, Business/Marketing

The Games Quarter: An intriguing evening course for new UK indies  
by Mike Rose [05.23.14]
University College London has teamed up with UK trade body TIGA to launch The Games Quarter, a new video game course that will aim to educate new game designers on the most important aspects of game creation.
Console/PC, Design, Production, Business/Marketing

Postmortem: The Chinese Room's Amnesia: A Machine for Pigs Exclusive 21
by Peter Howell [05.23.14]
A look back at the development of Amnesia: A Machine for Pigs from the perspective of The Chinese Room, and which focuses on not just its development but the collaboration with series creator Frictional Games.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Finding comfort in a pet project: The Bushido Blade-inspired Kyoto Wild Exclusive 4
by Alex Wawro [05.22.14]
Indie developer Teddy Diefenbach's comfort project while he works on Hyper Light Drifter is a four-player brawler inspired by games like Power Stone, Bushido Blade and Earthbound.
Console/PC, Indie, Art, Design, Production, Exclusive

User stories: How to maintain structure with creativity 1
by Gamasutra Community [05.22.14]
"No matter what methodology you use, describing your goals in terms of how they affect your target user is a great way to achieve direction for both your team and your game."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

5 points to help you better understand Zenimax's suit against Oculus 62
by Alex Wawro [05.21.14]
Zenimax is demanding a trial to determine whether its complaint against Oculus holds up in court, and some of its claims appear to have some merit -- despite Oculus' statements to the contrary.
Console/PC, Production, Business/Marketing

Just ship it! Why you should get your game out ASAP 4
by Gamasutra Community [05.21.14]
"What does 'just ship it!' really mean and how do you get there? The most important thing for me is to always know the exact state of my product from both the feature and quality perspective."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Production, Business/Marketing

Fuse character modelling tech receives more advanced customization  
by Mike Rose [05.21.14]
Mixamo launched Fuse last year, a 3D character modelling program to aid the fast generation of royalty-free creations for use in animation and games. Today the company announced new, more advanced customization for the tech.
Console/PC, Indie, Design, Production