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November 1, 2014
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Updates » Production
Learn to make multiplatform games and protect your IP at GDC Next  
by Staff [10.23.14]
Attorney Mona Ibrahim explains how to avoid IP lawsuits and Owlchemy Labs CEO Alex Schwartz reveals everything you need to know about multiplatform development at GDC Next 2014 featuring ADC.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production, Business/Marketing, GDC Next

Blog: Batch processing for indies 4
by Gamasutra Community [10.23.14]
"Batch processing means doing a lot of similar things all at once. People don't bake one cookie at a time, instead they make all the batter at once and get a lot of cookies created."
Indie, Production

What's next for Unity and its new CEO? Co-founder David Helgason explains 50
by Christian Nutt [10.22.14]
Today, Unity announced that co-founder and CEO David Helgason would be stepping down, to be replaced by EA veteran John Riccitiello. Gamasutra speaks to Helgason about his new role and the company's future.
Console/PC, Smartphone/Tablet, Indie, Programming, Production, Business/Marketing

Don't Miss: The Super Meat Boy postmortem 45
by Edmund McMillen, Tommy Refenes [10.22.14]
Edmund McMillen and Tommy Refenes candidly discuss the development process of smash indie hit Super Meat Boy, diving into the punishing process that led to the remarkably successful retro revitalization.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video blog: 10 things you need to know about game dev 1
by Gamasutra Community [10.22.14]
Beginners come into the industry starry-eyed at the possibilities before meeting the hard realities. This video presentation from educator Lewis Pulsipher is designed to deliver those truths.
Console/PC, Indie, Design, Production

Local multiplayer on a global network: Porting Nidhogg to PSN Exclusive  
by Alex Wawro [10.21.14]
Developer Mark Essen speaks to Gamasutra about why he entrusted a third-party studio with the task of porting his tense two-player fighting game to PSN, building a whole new engine in the process.
Console/PC, Indie, Production, Exclusive

Kellee Santiago's 10-step video game production plan 2
by Brandon Sheffield [10.21.14]
"First you have an idea for your game. Second, you make that game. Third, you iterate and playtest those mechanics until they're engaging, and fourth, you launch it."
Console/PC, Smartphone/Tablet, Production, GDC China

Techland and Gree deliver new mobile-focused talks at GDC Next  
by Staff [10.21.14]
Techland producer Pawel Rohleder and Gree International director Chris Tabasa share advice on launching mobile dev teams and sustaining mobile games for years after launch at GDC Next 2014 featuring ADC.
Smartphone/Tablet, Production, Business/Marketing, GDC Next

Building a game for charity that makes players care  
by Gamasutra Community [10.21.14]
"Serious games pose some unique challenges. How do you convey key messages in a clear, memorable and transparent way, while also creating an experience that succeeds as a game in its own right?"
Smartphone/Tablet, Serious, Design, Production

Video: What it's like to make indie games as a couple 2
by Staff [10.20.14]
Claudia Molinari and Matteo Pozzi of We Are Muesli gave a great talk at GDC Europe 2014 that examines some of the naked truths of working as an indie couple, both within games and without.
Console/PC, Indie, Design, Production, Video, Vault

Don't Miss: The Resident Evil 4 postmortem 8
by Yoshiaki Hirabayashi [10.20.14]
In this reprint from the October 2005 issue of Game Developer magazine, Resident Evil 4 developer Yoshiaki Hirabayashi writes about the overhauls and challenges which faced one of the franchise's most notable entries.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Insomniac's engine chief shares tips on leading tech teams at GDC 2015  
by Staff [10.20.14]
Engine director Mike Acton is an expert on the topic, and in his "Great Management of Technical Leads" talk at GDC 2015 he'll lay out the entry-level expectations you need to know about.
Console/PC, Production, Business/Marketing, GDC

Why we chose a free beta instead of Early Access 6
by Gamasutra Community [10.20.14]
"This exercise confirmed our feelings that Early Access really suits a long, drip-feed approach where the evolving nature of the game is fundamental to the way the game is developed and experienced."
Console/PC, Indie, Production, Business/Marketing

Don't Miss: John Carmack on engineering Rage 21
by Kris Graft [10.17.14]
In this extensive interview conducted while he was at id, legendary programmer John Carmack reflects on the id Tech 5 engine and his mistakes regarding the evolution of console and PC games.
Console/PC, Programming, Design, Production

What we can learn from teens making games 1
by Gamasutra Community [10.17.14]
"It is clear to us at foundry10 that game creation holds incredible value to students, if done right. But what is 'right' when each learner is different?"
Console/PC, Indie, Production, Student/Education

Reminder: IGF 2015 Main Competition deadline ends on Wednesday!  
by Staff [10.17.14]
Don't miss the IGF deadline! Submissions for the 2015 Independent Games Festival Main Competition entries are due October 22, and Student Showcase Entries are due October 31.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Making sense of complexity  
by Gamasutra Community [10.16.14]
"An overly-ambitious project can end a small studio or an emerging indie career. Having a measure of the complexity of what wish to create can help us plan accordingly and recruit the help and support we need."
Production

Blog: In production, trust is stronger than control 2
by Gamasutra Community [10.16.14]
"Making software is hard. Making games is damn near impossible. The things where we usually make mistakes are not the ones that following a processes will solve."
Console/PC, Social/Online, Smartphone/Tablet, Production

Unity and Google address dev concerns in GDC Next sponsored talks 2
by Staff [10.16.14]
With weeks to go until GDC Next 2014 featuring ADC takes place in L.A., here are a few of the most useful sponsored sessions from major companies that developers should check out.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC Next

Get a job: Nuclear Division is hiring an Art Director  
by Staff [10.15.14]
The new mobile game company founded by industry veterans (and funded in part by Respawn cofounder Vince Zampella) is looking for someone to lead the art department at its Sherman Oaks studio.
Smartphone/Tablet, Art, Production, Recruitment