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March 28, 2017
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Updates » Production
Updated: Come play Mass Effect: Andromeda with us at 3PM EDT 1
by Bryant Francis [03.20.17]
Learn more about how BioWare makes open-world games and how they're grappling with the technical challenges of Mass Effect Andromeda today at 3PM EDT.
Console/PC, Production

Video Game Deep Cuts: The Oregon Trail CIA Escape  
by Gamasutra Staff [03.19.17]
This week's longform game article/video highlights include CIA board games, the art of escape rooms and The Oregon Trail's genesis.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Blog: Exploring game narratives and interactive mechanics  
by Gamasutra Community [03.17.17]
Sprite Sequence is a weekly video game series that follows a model similar to webcomics but in an interactive video game format. Here's why it should be on your radar.
Programming, Design, Production

Chat with the developer of Early Access hit Northgard today at 3PM EDT  
by Bryant Francis [03.17.17]
If you want to know how a strategy game can shoot up the Steam best-selling list while still in Early Access, you should join us as we chat with the developers of Northgard today at 3PM EDT.
Console/PC, Design, Production, Video

How Episode became the world's biggest interactive fiction platform 1
by Jennifer Allen [03.17.17]
By offering young women a platform for playing animated interactive stories, plus simple tools to create their own stories, Pocket Gems' Episodes created an unsung blockbuster platform for IF
Smartphone/Tablet, Art, Design, Production, Business/Marketing, Video

Proposed presidential budget cuts could hurt game development and education  
by Alissa McAloon [03.16.17]
The proposed budget put forth by President Trump yesterday could hurt educational game development programs that rely on funds from the National Endowment for the Arts.
Serious, Production

Blog: How to research your next game's target audience for free 3
by Gamasutra Community [03.16.17]
Before you've launched your game you'll need to make an educated guess about who your players might be, so that you can make and market your game to attract them.
Production, Business/Marketing

Here They Lie and the ethics of VR horror 1
by Holly Green [03.16.17]
Here They Lie creative director Cory Davis likens this stage of adapting horror to VR to psychedelic drugs. “You're gonna find people that want to be astronauts, but that's not the average consumer."
VR, Console/PC, Design, Production, Video

Devs explore the creative challenges faced when making a studio's second game  
by Alissa McAloon [03.15.17]
"I was naive about ways in which our second game might be easier than our first." Bastion writer Greg Kasavin muses on the creative struggles of following your own success.
Indie, Production

Don't Miss: Designing architecture for impact in The Witness 19
by Gamasutra Community [03.15.17]
Deanna Van Buren, the architect who collaborated with Jonathan Blow on The Witness, explains how her art could contribute to games that feel and look more real and compelling.
Indie, Art, Design, Production

Global ambitions: Learn about the challenges facing Pakistan's game devs 2
by Chris Kerr [03.15.17]
"It's sad, but for people like myself who want to do something positive in Pakistan, you're eventually driven out by something or the other."
Console/PC, Smartphone/Tablet, Production, Business/Marketing

Blog: Think twice before making an isometric strategy game in Unity 18
by Gamasutra Community [03.15.17]
There are some visual styles that will never stop teasing me. Pre-rendered 3D turned into 2D is one of them. Unfortunately, implementing that style using modern methods is anything but easy.
Programming, Design, Production

Inside Epic Games' big 'games as a service' pivot  
by Kris Graft [03.15.17]
One of the game industry's most prominent game studios became a games as a service company so gradually that you might not have even realized it.
VR, Console/PC, Social/Online, Smartphone/Tablet, Design, Production

GDC 2017 talks are now available to watch via the GDC Vault!  
by Staff [03.14.17]
Game Developers Conference organizers are pleased to announce that the many talks and presentations delivered by game industry notables at GDC 2017 are now available to watch on the GDC Vault!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Vault, GDC

Nintendo mini-series explores how Breath of the Wild was made  
by Chris Kerr [03.14.17]
"Some of our younger designers came up with very unique suggestions, like the idea that UFOs could invade from space and abduct cattle."
Console/PC, Programming, Art, Design, Production, Video

Blog: Thinking through a UI change in RPG Maker  
by Gamasutra Community [03.14.17]
My last post explained what I'd learned about RPG Maker Ruby scripting during Ludum Dare 37, which wasn't very helpful without context. So let's walk through how we'd think about making a simple change.
Programming, Production

Report: Switch cartridges to blame for higher game prices 10
by Alissa McAloon [03.13.17]
Some games will cost more on the Switch than on the PS4 or Xbox One, and, according to Eurogamer, both Switch cartridge manufacturing costs and Nintendo's own policies might be to blame.
Console/PC, Indie, Production

Blog: Getting started with MonoGame using Visual Studio 1
by Gamasutra Community [03.13.17]
Many have asked how to get started with MonoGame or how to get running with Platform X or Y. This article walks you through everything you need to know to kick things off.
Programming, Design, Production

Video Game Deep Cuts: Zelda's Wild Skyline City  
by Gamasutra Staff [03.12.17]
This week's Video Game Deep Cuts long read/video highlights include Zelda's Switch inspirations, the modding scene of Cities: Skylines, & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: What I learned trying to make an Isometric game in Unity 10
by Gamasutra Community [03.10.17]
Making an isometric game isn't easy, especially if you're trying to keep your code organized in case you need to support new features. Here's a couple of helpful tricks to help improve your workflow.
Programming, Design, Production