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August 4, 2015
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Updates » Production
Video: Your indie dev job can let you travel the world, so go do it 1
by Staff [07.24.15]
At GDC 2013 indie dev Colin Northway (Incredipede, Deep Under The Sky) shows you how to make and release games from anywhere and reminds fellow indies to get out and see the world.
Indie, Design, Production, Video, Vault

More dirty coding tricks from game developers GDMag Exclusive 4
by Brandon Sheffield [07.24.15]
In this timeless feature from the March 2010 issue of Game Developer Magazine, we revisit the mighty kludges and well-meaning hacks that are sometimes required to get our games out the door on time.
Console/PC, Indie, Programming, Design, Production, GD Mag Exclusive

Here comes a new challenge: Making Street Fighter V 17
by Christian Nutt [07.24.15]
How can Street Fighter evolve from a core console game into a thriving service-based eSport? Gamasutra speaks to Capcom's Matt Dahlgren about the company's next big play.
Console/PC, Programming, Design, Production, Business/Marketing

Making and selling a platformer on the App Store 11
by Gamasutra Community [07.22.15]
On releasing and selling: Nubs' Adventure: "This covers post-release topics, such as monetization, sales figures and player reception, and noteworthy things I experienced post-release."
Smartphone/Tablet, Indie, Programming, Production, Business/Marketing

Could Dota 2's new mod tools spawn a Dota-killer? Exclusive 4
by Phill Cameron [07.22.15]
We talk to Greg Kasavin of Supergiant games, and Awesomenauts creators Ronimo games about the potential of Dota 2's custom games scene.
Console/PC, Programming, Design, Production, Business/Marketing, Exclusive

A defense and condemnation of Flash 28
by Gamasutra Community [07.22.15]
"Flash’s tenure on the web is drawing to a close. And while few will mourn its passing, I’m worried that it will also mean the loss of one of the best tools for cross-platform game development for indies."
Console/PC, Indie, Programming, Production

5 questions every QA team lead or manager should ask daily 3
by Gamasutra Community [07.21.15]
"How do I measure the performance of my team? This is very similar to the age-old problem of evaluating a developer based on the amount of lines of code he wrote. It doesn’t work."
Console/PC, Smartphone/Tablet, Production

Nintendo and DigiPen team up to bring Singapore devs' games to 3DS  
by Christian Nutt [07.20.15]
Singaporean devs will have their chance to see their games become downloadable Nintendo 3DS titles, with government backing.
Console/PC, Indie, Production, Business/Marketing

Why the original No Time To Explain sucked 8
by Gamasutra Community [07.20.15]
"We invested into ... rebuilding No Time To Explain the way we originally envisioned. It took us four years, but that's ok, it's all been worth it. This was a fun, emotional rollercoaster that's far from over."
Console/PC, Indie, Production, Business/Marketing

A super-quick beginner's guide to the stand-up meeting 8
by Gamasutra Community [07.20.15]
"I think that the stand-up meeting can be useful for any team aiming to have a quick, focused, informal meeting where they discuss some matters that are not technical."
Console/PC, Smartphone/Tablet, Indie, Production

Is it worth it? Whiplash & the fetishization of crunch 30
by Gamasutra Community [07.20.15]
"Of the many problems with overwork in the game industry, the fact that we so often fetishize it and see it as the 'one true way' is one of our biggest problems."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Don't Miss: The ups and downs of doing online multiplayer as an indie Exclusive 14
by Mike Rose [07.17.15]
Including online multiplayer is a tricky challenge, particularly for small teams. In this 2014 feature, Gamasutra speaks to indies who've been in the trenches to get their take on how to do it right.
Social/Online, Indie, Programming, Design, Production, Exclusive

Blog: The world-system of the game development biz 8
by Gamasutra Community [07.17.15]
"It's a new world for a new generation of developers. They've transitioned from Laborers of a product to Consumers of middleware solutions. They generalize in high-concept game development."
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

Don't Miss: An oral history of developing Deus Ex Exclusive 5
by Alex Wawro [07.16.15]
15 years ago, Ion Storm Austin released the seminal cyberpunk game Deus Ex. Gamasutra speaks to some of its lead creators to learn more about how they developed it -- and what it did to them.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Video: Watch Deus Ex devs recount its creation as they play it  
by Alex Wawro [07.16.15]
Deus Ex director Warren Spector, assistant director Chris Norden and lead writer Sheldon Pacotti sit down to play their seminal game for an hour and share stories of its development.
Console/PC, Design, Production, Video

How to do in-game dialogue subtitles right 4
by Gamasutra Community [07.16.15]
"Subtitles (speech) and captions (speech + important background sounds) are widely relied on by gamers, more than consumers of other types of media."
Console/PC, Smartphone/Tablet, Indie, Production

Dean Hall on his losing battle with the New Zealand government Exclusive 56
by Phill Cameron [07.16.15]
We talk to DayZ creator Dean Hall about his struggles to set up a studio in New Zealand, and the ensuing furor online when he Tweeted about his troubles.
Console/PC, Indie, Production, Business/Marketing, Exclusive

Alien: Isolation a big winner at Develop Awards, as Unity bags best engine  
by Christian Nutt [07.15.15]
The European game industry was recognized tonight at the Brighton, England-based conference; Development Legend went to Rare founders Tim and Chris Stamper, while Unity and others won, too.
Console/PC, Smartphone/Tablet, Indie, Art, Audio, Design, Production, Business/Marketing

Don't Miss: The ups and downs of developing Goat Simulator 7
by Gamasutra Community [07.15.15]
In this classic feature, a Goat Simulator dev explains how "We’ve discarded a large part of game development practices...We’ve made a game in a way we never thought we would, and it actually worked."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Reflecting on Iwata as a game dev, and Nintendo's boss 3
by Christian Nutt [07.15.15]
Christian Nutt looks back at the Nintendo exec's words and actions: "What always made Iwata stand out to me above other game company execs is that he started as a game developer."
Console/PC, Programming, Production, Business/Marketing