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February 14, 2016
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February 14, 2016
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Updates » Production
Have a look at what it's like to develop Unreal VR games -- in VR 2
by Alex Wawro [02.04.16]
The folks at Epic published an intriguing video to YouTube today in which company chief Tim Sweeney and technical director Mike Fricker demonstrate the Unreal Engine editor being used in VR via an HTC Vive dev kit.
VR, Design, Production, Video

The Unity add-ons we used to build our FPS 10
by Gamasutra Community [02.04.16]
A large list with images that shows what each add-on was used for in the first person shooter project Immortal Redneck -- everything from AI to shaders, effects, and FPS fundamentals.
Console/PC, Programming, Production, Business/Marketing

How one mod helped define the modern XCOM experience 1
by Phill Cameron [02.04.16]
XCOM 2 creative director Jake Solomon explains how his team actually consulted with creators of the popular Long War mod, and shared tools with them so that mod content will be available at launch.
Console/PC, Design, Production

Mike Wilson explains Gambitious' plans for funding indie devs 2
by Joel Couture [02.03.16]
'It's very easy to underestimate the time and effort of just running a crowdfunding campaign for the full duration,' says Mike Wilson
Console/PC, Indie, Production, Business/Marketing

Road to the IGF: Ramallo and Kanaga's Panoramical  
by Kris Graft [02.03.16]
You don't simply play this game--you orchestrate an audiovisual performance. The soundscapes and landscapes can be manipulated using a standard joypad, a keyboard and mouse, or a MIDI controller.
Indie, Audio, Design, Production, Video, IGF

'Subtle' sexism: 'Do you even play games (aside from Candy Crush)?' 59
by Gamasutra Community [02.02.16]
An anonymous woman developer writes: "I am assumed to be the girlfriend, the artist, the casual game player. Rather, I am the game developer, the scripter/programmer, the gamer."
Console/PC, Smartphone/Tablet, Production, Business/Marketing

Blog: Why I stopped making games... and started again 6
by Gamasutra Community [02.02.16]
"In short: in January 2015 I gave up on making games. The vast seas of video games were, and still are, a mess. The market got swamped by new games, good and bad."
Indie, Production, Business/Marketing

Don't miss all these great Summit sessions at GDC 2016  
by Staff [02.02.16]
You've got roughly 2 days left until early registration for GDC 2016 ends Wednesday, February 3rd, and conference organizers encourage anyone interested in attending to register now at the discounted rate.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Road to the Student IGF: Beglitched  
by Chris Baker [02.02.16]
'I was immediately hooked on the idea of cyberpunk that wasn't dark, green, and gritty,' says Alec Thomson. 'Frank Lantz ultimately came up with the term cyberpink; blame him for that one.'
Console/PC, Indie, Art, Design, Production, Video, IGF

The state of game development in Africa 3
by Richard Moss [02.02.16]
They dream of African heroes and mythical beings getting embraced by people around the world — whatever their ethnicity — in the same way they've embraced the likes of Thor.
Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Blog: Why I hate hearing 'lazy devs' 22
by Gamasutra Community [02.01.16]
"The devs are the people that create games, the ones working hard to build features ... they're not the ones that make the rules or change things mid-development."
Console/PC, Production

Video: Blizzard's art design principles for Hearthstone  
by Staff [02.01.16]
At GDC 2014, Blizzard's Ben Thompson explained how a clear set of guiding principles, relentless iteration and a healthy dose of creativity fueled the art design of Hearthstone.
Console/PC, Social/Online, Art, Design, Production, Video, Vault

Postmortem: Flippfly's Race the Sun 6
by Aaron & Forest San Filippo [02.01.16]
What went right and wrong during development of the endless runner Race the Sun, from Kickstarter to multi-platform release.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

State of the Industry: Game devs offer opinions on our VR future Exclusive 5
by Brandon Sheffield [01.29.16]
Pressed for their (anonymized) thoughts on VR and AR, game developers from around the industry shared their opinions in the GDC 2016 State of the Industry survey. Here, we share some of them with you.
VR, Design, Production, Exclusive

Don't Miss: How a strategy game studio trained to make The Division 11
by Christian Nutt [01.29.16]
How does Ubisoft develop a game across as many as ten studios? Gamasutra speaks to David Polfeldt, managing director of Massive, developers of The Division, to find out in this classic 2014 feature.
Console/PC, Production

5 tips for the Global Game Jam 1
by Gamasutra Community [01.29.16]
"During the past four years, I've served as a judge at various locations. Each year, I see teams running into the same problems, causing them to miss their objectives. So here are some tips to help you get around those blockers."
Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Unreleased, unfinished Saints Row PSP game leaked... by its developers 2
by Christian Nutt [01.28.16]
Here's something you don't see every day: Deep Silver Volition, developers of the Saints Row franchise, have released a downloadable file of an unreleased game in the franchise to the wild.
Console/PC, Production, Business/Marketing

Road to the IGF: Star Maid's Cibele  
by Chris Baker [01.28.16]
'It would be easy to make myself look cool in a game about myself, but that's not my goal,' says Nina Freeman. 'I want to be honest, which doesn't always make me look cool in the game story.'
Indie, Programming, Art, Audio, Design, Production, Video, IGF

Tips and advice for VR, from Steam VR game devs 3
by Kris Graft [01.28.16]
We spoke with several game developers at Valve's Steam VR event this week, about lessons and advice for VR game development.
VR, Design, Production

Blog: A bit about project organization and planning  
by Gamasutra Community [01.28.16]
"The problem every game developer has faced, though, is that when you reach 95% of the project, you get the feeling that it’s almost done, the pressure goes down, and yet you still have about 50% of the work remaining."
Indie, Production