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December 7, 2016
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Updates » Production
Sponsored: How Telltale Games handles version control  
by Francisco Monteverde, CEO, Codice Software [11.28.16]
The type of version control system a studio uses is often a religious issue when it comes to software dev tools. Telltale Games has found much success in using a new VCS: Plastic SCM.
Programming, Production, Video, Sponsored Article

Hello Games charts new course with huge No Man's Sky update 14
by Chris Kerr [11.28.16]
Hello Games has pulled back the curtain on a huge No Man's Sky update, which brings base building, freighters, and farming to the procedurally generated space sim.
Console/PC, Production, Business/Marketing, Video

Video Game Deep Cuts: Zelda in Shenzhen Westworld  
by Gamasutra Staff [11.27.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, examines classic Zelda, contemporary Shenzhen I/O, & Westworld's VR experiment.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Danganronpa and Ace Attorney producers say 'give devs their freedom' 1
by Chris Kerr [11.25.16]
"We need to make games that satisfies the users that pay money for them. So with that in mind, I hardly make any detailed instructions on what they decide on."
Production, Business/Marketing

Blog: Why indie devs should work with producers 10
by Gamasutra Community [11.23.16]
In this blog, Nicholas Laborde of Raconteur Games discusses the vital role of producers in a small team setting.
Indie, Production, Business/Marketing

Catch CCP sharing findings from EVE Online's citizen science at GDC 2017  
by Staff [11.23.16]
At GDC 2017 next year, CCP Games will share the one-year findings of 'Project Discovery', the EVE Online-integrated research effort that's become one of the largest citizen science projects of 2016.
Social/Online, Production, GDC

Blog: A systemic approach to game design  
by Gamasutra Community [11.23.16]
Some people think in terms of narrative, some in terms of atmosphere, some in terms of emotions. I think in terms of systems. Maybe I'm a robot?
Design, Production

The challenges and rewards of designing local multiplayer games 12
by Phill Cameron [11.23.16]
We talk to the developers of Super Pole Riders, Overcooked and Spaceteam about the appeal of developing a local multiplayer game, and the benefits over taking your game online.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production

Blog: Preparing to release your game or demo? Read this first! 8
by Gamasutra Community [11.22.16]
Depth of Extinction dev Mike Stumhofer shares some practical tips and tricks that may help you successfully launch your own demo.
Production, Business/Marketing

Blog: What do historians think of Battlefield 1?  
by Gamasutra Community [11.21.16]
Historians Bob Whitaker and Chris Kempshall discuss Battlefield 1, mulling over everything from the game's depiction of the war to the reality of trench warfare.
Design, Production

Vicarious Visions co-founders form experimental game dev, Velan Studios  
by Chris Kerr [11.21.16]
Vicarious Visions co-founders Karthik and Guha Bala have reunited, as promised, to form new indie game dev, Velan Studios. 
Production, Business/Marketing

Star Citizen dev will share production schedules with players 2
by Chris Kerr [11.21.16]
"We're going to share our internal schedule and its breakouts on a weekly basis. These are the very same schedules we update daily and are circulated internally on our intra-studio hand-offs."
Console/PC, Production, Business/Marketing

Video Game Deep Cuts: Dishonored Guardian's Credits  
by Gamasutra Staff [11.20.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, examines Dishonored 2 from multiple angles, The Last Guardian, & alternate game credits displays.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

Ubisoft opens fourth Eastern European studio in Belgrade, Serbia  
by Alissa McAloon [11.17.16]
Ubisoft Belgrade's staff of fifteen is currently collaborating with studios in Kiev and Paris on Tom Clancy's Ghost Recon Wildlands, and the company plans to employ up to 40 people in the coming year.
Console/PC, Programming, Production

Blog: Building apps and games for Xbox One using UWP  
by Gamasutra Community [11.17.16]
"Get the low down on building UWP games and publishing them to the Xbox One. Get started, get ready and publish great games."
Programming, Design, Production

How do you get players to finish your game? D4 director Swery explains 1
by Brandon Sheffield [11.17.16]
"If you give players too much information, the game design isn't challenging, and just becomes an operation they do as you prod them."
Console/PC, Design, Production

Keywords acquires QA outfit Enzyme for $3.65M 1
by Chris Kerr [11.17.16]
Video game QA service and testing provider Enzyme Testing Labs has been acquired by tech service outfit, Keywords, for $3.65 million.
Production, Business/Marketing

Blog: Game dev planning made easy 2
by Gamasutra Community [11.17.16]
If you actually mean to build a livelihood out of making games, you'd better plan and manage your game, or else you're setting yourself up for failure.
Production, Business/Marketing

After 8 years on Devil's Third, Itakagi reminds devs to 'never give up'  
by Alex Wawro [11.16.16]
"Never give up," says veteran dev Tomonobu Itakagi after 8 years making Devil's Third. "If you don't give up, you will find supporters who will help you. I think you can see that from this story."
Console/PC, Production

Blog: Why you should want day one patches  
by Gamasutra Community [11.16.16]
This year has seen a lot of debates about the use of day one patches in video games. Let's talk about why they're important for game design, despite some negatives.
Production, Business/Marketing