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May 22, 2015
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May 22, 2015
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Updates » Production
An indie developer's toolbox 5
by Gamasutra Community [05.14.15]
How doing weekly standup meetings with other small indie developers keeps Tim Conkling honest about his work and on-task for the week.
Indie, Production

Going mobile the right way: A Crack Attack postmortem Exclusive 4
by Martin Wakeley [05.14.15]
Rare and Free Radical veteran Martin Wakeley writes a no-nonsense postmortem of Crack Attack, a mobile puzzle game that draws on his years of dev experience and love of smartphone games, too.
Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing, Exclusive

Tips for starting a mod project, from a Black Mesa dev 3
by Gamasutra Community [05.13.15]
Frank advice from the Half-Life modder: "If I saw these 10 years ago I probably would have thought 'Yeah, seems like good advice' and then promptly forgotten everything listed."
Console/PC, Indie, Programming, Production, Business/Marketing

Total bear chaos: A Rude Bear Raid postmortem 1
by Gamasutra Community [05.13.15]
A chaotic multiplayer Ludum Dare entry made over Skype? This in-depth postmortem peels apart the layers of Alex Rose's Rude Baer Raid and offers design and dev tips.
Indie, Design, Production

Deep inside No Man's Sky 1
by Christian Nutt [05.11.15]
In a new profile of No Man's Sky developer Hello Games, lead developer Sean Murray pulls back the curtain on an intriguing game that hasn't even yet been released.
Console/PC, Indie, Programming, Design, Production, Business/Marketing

What Kickstarter taught me about game development: A mid-campaign report 11
by Gamasutra Community [05.11.15]
"Give equal importance to development, polish and marketing; Don't lose focus of the big picture. Small changes on your demo can have a big impact. Use marketing to improve development and vice versa."
Indie, Production, Business/Marketing

Work / Life / Work Balance: Making two games at once, and surviving Exclusive 15
by Alex Wawro [05.11.15]
Gamasutra speaks to developers who are working on multiple projects simultaneously to learn how and why they spend ten hours a day making a game -- and then come home and work on another game.
Console/PC, Indie, Design, Production, Exclusive

Blog: The final days of a game's development could be the hardest ones 2
by Gamasutra Community [05.11.15]
"Never underestimate the last stage of the development of a game: Whether is called promotion, polishing, testing or all of them they are necessary and they take time (a lot)."
Indie, Production

How to deal with making horrible games, gracefully 3
by Gamasutra Community [05.08.15]
"If you’re an indie dev, you’re going to make bad games. If you’re not making bad games or prototypes, then you’re playing it too safe."
Indie, Production

Watch your favorite GDC talks now on the new GDC YouTube channel  
by Staff [05.08.15]
Game Developers Conference officials are very excited to announce the launch of an official GDC YouTube channel where you can watch clips of game industry experts sharing knowledge with their peers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

A little free-to-play experiment 14
by Gamasutra Community [05.08.15]
"Making a game a month and updating it every 4-6 months can work, but it's a bad idea. Users can almost invariably tell your intentions (make quick money) and call you out in the reviews."
Smartphone/Tablet, Production, Business/Marketing

Play it loud: What to expect from the return of Rock Band and Guitar Hero 2
by Bryant Francis [05.08.15]
What to expect as Activision and Harmonix get ready to put their respective bands back together -- in a very different age for both music and games than the last go-round.
Console/PC, Design, Production, Business/Marketing

Get a job: Be a Project Manager at Monolith Productions  
by Staff [05.07.15]
The house responsible for Middle-earth: Shadow of Mordor is looking to bring on an experienced project manager to help the Kirkland, WA-based team ship its next cross-platform AAA title.
Console/PC, Production, Recruitment

An in-game bug and feedback system for Unity 5
by Gamasutra Community [05.07.15]
"What we needed was an easy way for testers to report bugs, which didn’t interrupt the game too much and was easy to use for the tester. We wrote a simple UI and send the data directly to JIRA."
Console/PC, Smartphone/Tablet, Indie, Production

Attend GDC Europe to see how top European indies make games  
by Staff [05.06.15]
German game devs will be at GDC Europe 2015 in August to share learnings from traveling and making games with indies across Europe, and how any game developer can release games on a weekly basis.
Console/PC, Social/Online, Indie, Serious, Design, Production, GDC Europe

Blog: Crunch crash 4
by Gamasutra Community [05.06.15]
"I took a 40 hour a week job and turned it into an 80 hour a week job... not really thinking about how my 40 hour a week job would have turned into an 80 hour a week job all on its own."
Console/PC, Production

We made a 'circle pong' game too, before Rotable. Here's what's going on 4
by Gamasutra Community [05.06.15]
"I want to explain how three developers -- ourselves, the guy from Rotable and the guy who made Pongo Pongo -- made three similar games without talking or seeing what the others did."
Smartphone/Tablet, Design, Production, Business/Marketing

Don't Miss: A look back at the history of Tony Hawk's Pro Skater 11
by Matt Barton, Bill Loguidice [05.05.15]
In this classic 2009 feature, authors Matt Barton and Bill Loguidice offer a history of Tony Hawk's Pro Skater, the game that popularized a niche genre and sparked a host of imitators.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Virtual game dev: How I learned to love remote workers 5
by Gamasutra Community [05.05.15]
A look at what makes remote working work, and tips on making it work better -- from an experienced dev who worked remotely for a major studio.
Console/PC, Smartphone/Tablet, Production

Start testing, already! 2
by Gamasutra Community [05.05.15]
"Unfortunately, it's incredibly easy to put off testing. Do it in sprints of a week or two, gather intel, and you'll have a ton of improvements to your already beautiful baby."
Console/PC, Indie, Production