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January 17, 2017
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Updates » 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

Attend GDC 2017 and study how Gears of War 4 does more with less  
by Staff [01.06.17]
In his GDC 2017 talk on Gears of War 4's motion warping, The Coalition's Steven Dickinson will reveal the techniques & tech developed to increase flexibility and reduce scope on the AAA title.
Console/PC, Art, Production, GDC

Share your thoughts on what 2017 holds for the game industry at 3PM EST  
by Bryant Francis [01.06.17]
We're having a fireside chat with our readers about what 2017 holds for the game industry today at 3PM EST.
VR, Console/PC, Design, Production, Business/Marketing

Blog: A Watch Dogs 2 level design breakdown 5
by Gamasutra Community [01.06.17]
Over the course of a 6-minute gameplay video, I discuss level design concepts and considerations that went into making the "Man Vs. Machine" mission in Watch Dogs 2.
Console/PC, Design, Production

Daybreak shutting down EverQuest spin-off Landmark 4
by Chris Kerr [01.06.17]
Landmark, a massively multiplayer online sandbox title from H1Z1 developer Daybreak, is being shut down next month. 
Console/PC, Production, Business/Marketing

Marmalade SDK given new lease on life by Japanese outfit, GMO Cloud  
by Chris Kerr [01.06.17]
Japanese "infrastructure as a service" provider GMO Cloud has pulled the dying Marmalade SDK back from the brink.
Smartphone/Tablet, Programming, Production

Blog: The Recursive Dollhouse postmortem 2
by Gamasutra Community [01.06.17]
What was involved in creating a puzzle game about a dollhouse inside a dollhouse inside a dollhouse, ad infinitum? Find out in this postmortem.
Design, Production

Don't Miss: Cheating Death: Accommodating player failure and recovery 4
by Staff [01.05.17]
We talk to Clint Hocking, Chris Avellone and Michael De Plater about the convention of player death as a fail state, and what happens when you move past it.
Console/PC, Indie, Design, Production

GDC 2017 will host a Classic Game Postmortem of Civilization!  
by Staff [01.05.17]
Sid Meier and Bruce Shelley, a pair of game industry luminaries who have together shaped the history of game dev, will be delivering a Classic Game Postmortem on their landmark strategy game Civilization at GDC 2017!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: Thoughts on my four year dev cycle 6
by Gamasutra Community [01.05.17]
For the past four years I've been working on the same project, which is coming to a concluding soon, Here are some random weird thoughts about that time, from tech to social things.
Programming, Production

Blog: Defining data as code files when rapid prototyping 8
by Gamasutra Community [01.05.17]
When you're trying to churn out a game fast, it might make more sense to define your items, texts or conversation in code files. Here's how to do it, featuring an example from my current project.
Production, Business/Marketing

At GDC 2017 Naughty Dog will break down Uncharted 4's combat AI design  
by Staff [01.04.17]
At GDC 2017, Naughty Dog's Matthew Gallant will speak to the development process of Uncharted 4, and the lessons the team learned about partitioning control of the AI between design and engineering.
Console/PC, Art, Production, GDC

UK games industry to carry on growing in 2017, says TIGA  
by Chris Kerr [01.04.17]
UK trade association TIGA has laid out its expectations for the British games industry as we head into 2017, and the key word is "growth." 
Production, Business/Marketing

Blog: Sometimes you've just got to ship 2
by Gamasutra Community [01.04.17]
After working on an 8bit JRPG for three years I was stuck, unable to move forward. I finally just shipped something: a mini-game that tested ideas, got feedback, and allowed me to be creative again.
Production, Business/Marketing

Developing A Cat's Manor in Saudi Arabia for a Western Audience  
by Lena LeRay [01.03.17]
"This a game built from the ground up for the western market. Arabic games that are successful in Saudi Arabia are tightly grouped around football, racing, card games, and online strategy."
Console/PC, Indie, Design, Production, Video

Video Game Deep Cuts: New Year, Frog Fractions... 4?  
by Gamasutra Staff [01.01.17]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, twins near-final 'best of 2016' articles with a Frog Fractions 2 expose or two.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing