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December 21, 2014
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December 21, 2014
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Updates » Production
Why hasn't China produced a Blizzard yet? One local dev's take 2
by Gamasutra Community [12.10.14]
"I mean there has been a gap of 20 years in game design between China and foreign countries, and fundamental technologies here are ten years behind," one dev says.
Console/PC, Production

Witcher devs: 'The market is afraid of badly polished games' 6
by Alex Wawro [12.10.14]
CD Projekt Red has delayed the launch of its upcoming RPG The Witcher 3 multiple times, but the most recent delay is a response (at least in part) to a market reeling from troubled AAA game launches.
Console/PC, Production

Making a game in 1993: A look back at the Amiga 500 21
by Gamasutra Community [12.09.14]
A look back at the Amiga 500, a classic PC embraced by the European development scene in the 1990s, and what sprung from this fertile ground, as limited as it may have been.
Console/PC, Programming, Art, Design, Production, Business/Marketing, History

Come to GDC 2015 for expert tips on leading high-performance dev teams  
by Staff [12.08.14]
Ubisoft Montreal's Madelaine Beermann has years of leadership experience in just such a job, and in March she'll be giving an expert talk on leading high-performance teams at GDC 2015.
Console/PC, Production, GDC

Laying 'tractor tracks' in game dev: The good and bad  
by Gamasutra Community [12.08.14]
"Every studio has their own set of tracks that has been cultivated over the years. As mentioned, some of them will be very helpful but a lot of them will get in the way of improving."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

When big games launch badly: Breaking the 'vicious cycle' Exclusive 19
by Alex Wawro [12.08.14]
A fresh look at the aspects of game development that drive so many games -- especially big-budget AAA productions -- out the door before they're ready, and what developers can do to prevent it.
Console/PC, Production, Exclusive

Blog: Set achievable goals to avoid over-engineering your game  
by Gamasutra Community [12.05.14]
Drawing on his own experience developing Ludus, one programmer showcases the production benefits that come from regularly building prototypes of subsystems within your actual game prototype.
Indie, Production

New Eidos engine built to power upcoming Deus Ex games 12
by Alex Wawro [12.04.14]
Square Enix subsidiary Eidos Montreal has built the Dawn Engine, a new engine designed for PC and console game development, as it moves forward making games tied to its Deus Ex franchise.
Console/PC, Production

Tips for creating the mobile game sequel your players want 3
by Gamasutra Community [12.04.14]
"We live in the time of rapid technology advancement. Considering that itíll take you 6 months or more to launch a sequel after the original game, your second product should be optimized in accordance."
Smartphone/Tablet, Design, Production

Q&A: New AAA studio from 2K Games all about players' stories 5
by Christian Nutt [12.04.14]
Today, 2K Games announced the formation of a new internal studio, Hangar 13, lead up by Haden Blackman. This brand new interview delves into how he hopes to push the boundaries of triple-A design.
Console/PC, Design, Production

Autodesk makes game dev tools free to schools, students worldwide 7
by Christian Nutt [12.03.14]
Maya, 3ds Max, and many other game dev tools are now free to students and teachers at secondary and university levels.
Console/PC, Smartphone/Tablet, Indie, Serious, Art, Production, Student/Education

Get a job: GREE needs an Engineering Director for a new RPG  
by Staff [12.03.14]
Mobile game giant GREE is looking for an experienced hand to manage the leadership, recruitment and training of a team of engineers working on a mobile RPG in the company's San Francisco, CA office.
Smartphone/Tablet, Production, Recruitment

Make time to play the 2015 Train Jam games at GDC 2015 1
by Staff [12.03.14]
There's another Train Jam happening on the way to GDC next year, and GDC 2015 officials are providing a dedicated space where devs can display the games they've made during the jam.
Indie, Production, GDC

Q&A: Maniac Mansion creators stick to their roots with new adventure game 2
by Konstantinos Dimopoulos [12.02.14]
With traditional and particularly exciting adventure Thimbleweed Park doing impressively well on Kickstarter, we thought we'd ask creators (and legendary Maniac Mansion duo) Ron Gilbert and Gary Winnick a few things.
Console/PC, Indie, Design, Production, Business/Marketing

Peter Molyneux learns the harsh lessons of Kickstarter and Early Access 8
by Christian Nutt [12.02.14]
"What I've learned is that doing Kickstarter and Steam Early Access, before you've got something which is defined and playable, is a hugely risky undertaking that can be very destructive to the final quality of the game."
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

How to get better at teaching yourself new skills 9
by Gamasutra Community [12.02.14]
"It's easy to overemphasize the need to consume educational content, but an equally important part of the learning process is to practice the skills that you are trying to learn."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Art directing a match-3 map: A walkthrough  
by Gamasutra Community [12.01.14]
A comprehensive look at the art creation process for the map screen from a match-3 game, from content to execution.
Smartphone/Tablet, Art, Production

How to leverage your local library as an indie 1
by Gamasutra Community [12.01.14]
"As my thirst for knowledge increased, so did the diversity of books. I started requesting Art Books, Marketing Books, Books of Faith, and even a very obscure technical book for programming Voronoi Diagrams."
Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Pick up new ways to make your studio more Agile at GDC 2015  
by Staff [12.01.14]
Looking for a way to sneak some of the best Agile development principles into your studio without disrupting your team's workflow? Microsoft's Nathalie Goh-Livorness will show you how at GDC 2015.
Console/PC, Production, GDC

6 tips for success in the Chinese mobile game market 4
by Gamasutra Community [11.28.14]
A quick guide to what it takes to make it in the Chinese mobile market -- from partnerships to localization tips and an explanation of what kinds of games Chinese users most enjoy.
Smartphone/Tablet, Production, Business/Marketing