Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 29, 2015
arrowPress Releases
August 29, 2015
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Production
Game Design Deep Dive: Rocket jumping in Rocket League Exclusive 7
by Dave Hagewood [08.19.15]
Psyonix founder Dave Hagewood explains how Rocket League's "rocket boost" mechanic started as a simple nitro button and wound up becoming a critical part of the game's acrobatic high-level play.
Console/PC, Indie, Design, Production, Exclusive, Deep Dive

Chris Roberts speaks to the delays in developing Star Citizen 8
by Alex Wawro [08.18.15]
Chris Roberts directly addresses concerns that Star Citizen's development is in trouble in a new Kotaku article that includes accounts from anonymous sources who purportedly worked on the game.
Console/PC, Indie, Production

Launching on Steam Early Access: What I did right and wrong 2
by Gamasutra Community [08.18.15]
"Hey everybody - let me tell you about my latest boneheaded mistakes so you can make all different mistakes with your launches."
Console/PC, Indie, Production, Business/Marketing

Can crunch ever be fixed in the game industry? 24
by Gamasutra Community [08.18.15]
"One of the puzzling attitudes I've seen in the games industry is companies talking about focusing on long term success, yet not taking a firm position against crunch."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Danish dev Press Play wants players to help develop its next game  
by Chris Kerr [08.18.15]
Microsoft's Press Play is looking to open up its development process to the world with new "transparent development initiative."
Console/PC, Indie, Design, Production, Video

Classic Postmortem: Double Fine's Psychonauts GDMag Exclusive  
by Caroline Esmurdoc [08.17.15]
In honor of the classic game's tenth anniversary this week, we present the unedited Game Developer magazine postmortem of Double Fine's mind-bending platformer Psychonauts.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GD Mag Exclusive, GD Mag

Video: Watch a blow-by-blow account of animating EA's UFC games  
by Staff [08.17.15]
As part of the popular GDC 2015 Animation Bootcamp, EA's Geoff Harrower and Lee Dowsett deconstruct the complex animation systems that underlie the visceral combat of the latest EA Sports UFC game.
Console/PC, Art, Production, Video, Vault

Developers, tell us your best Dirty Coding Tricks! 1
by Staff [08.17.15]
The "Dirty Coding Tricks" articles have been among the most popular on Gamasutra, and that's why we're asking you to share your stories -- so we can do a part 3!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

21 free learning resources for game developers 22
by Gamasutra Community [08.17.15]
"To prepare this list, I dug through numerous websites. I drew from countless hours spent looking for resources in the past to bring you the best, free online resources I could find and be recommended."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production

Rabbits, Fallout, and drag queens: The week in GameDevTweets  
by Staff [08.14.15]
Game developers are all over Twitter, sharing everything from tips on making games, observations on the latest news, and snarky jokes. This week: A grab-bag of funny to serious, and back.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, VR

Don't Miss: How Bungie built the weapons, worlds and lore of Destiny 19
by Staff [08.14.15]
Hear the four pillars that guided the world design for Bungie's remarkably popular Destiny, from art director Christopher Barrett and design director Joe Staten in this free GDC 2013 video.
Console/PC, Social/Online, Programming, Production

Don't Miss: 10 seminal postmortems every developer should read Exclusive 3
by Alex Wawro [08.13.15]
These timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, detail the trials and triumphs of developing games like Deus Ex and System Shock 2.
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Production, Exclusive

Don't Miss: The postmortem of Resident Evil 2 for the N64 1
by Todd Meynink [08.12.15]
In this classic 2000 postmortem, Angel Studios (now Rockstar San Diego) engineer Todd Meynink recounts the trials and tribulations Angel faced in porting Capcom's Resident Evil 2 to the Nintendo 64.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Game dev toolmaker Hansoft seeks to dethrone Jira with new update  
by Alex Wawro [08.12.15]
Years after adding Jira support to its product, Swedish software company Hansoft is making a bid to push developers off Jira and onto the latest version of its eponymous project management toolset.
Console/PC, Production

Rare behind-the-scenes Shenmue documentary unearthed  
by Chris Kerr [08.12.15]
YouTube channel Shenmue Dojo has posted a rare behind-the-scenes video that documents the premiere and launch of the original Shenmue.
Console/PC, Production, History, Video

How The Flame in the Flood builds tension through motion Exclusive 3
by Phill Cameron [08.12.15]
We talk to Forrest Dowling about how the pressure of constant movement works to elevate the survival genre in The Flame in the Flood.
Console/PC, Indie, Art, Design, Production, Exclusive

Don't Miss: How to make a Rapture Exclusive 10
by Christian Nutt [08.11.15]
Dear Esther studio The Chinese Room's new first-person experience is set in a quaint town where everyone's disappeared. Here, the developer talks about prototyping and delivering story-as-gameplay.
Console/PC, Indie, Design, Production, Exclusive

Blog: The complicated dev of abuse-survivor story Enola  
by Gamasutra Community [08.11.15]
Difficult subject matter and difficult development: A game based around confronting the attacker of a rape victim, from the perspective of both its subject matter and its production.
Console/PC, Indie, Design, Production, Business/Marketing

The spookiest postmortem: WayForward's Til Morning's Light 1
by Adam Tierney [08.11.15]
A console-quality horror adventure on mobile, for a publisher that had just gotten into games? Adam Tierney, the game's director at WayForward, tells the tale of its creation.
Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing

Pixar to open-source its Universal Scene Description software  
by Christian Nutt [08.10.15]
The tool, which helps manage the content of large virtual scenes, hooks into existing tools, and can be used by game developers, too.
Console/PC, Art, Production