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September 28, 2016
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September 28, 2016
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Updates » Production
Sponsored: 3 ways Ubisoft Toronto builds a strong studio culture  
by Alex Parizeau, Managing Director, Ubisoft Toronto [09.19.16]
Ubisoft Toronto Managing Director Alex Parizeau shares his personal experience creating a studio culture while providing insights, and pitfalls to avoid.
Console/PC, Production, Business/Marketing, Sponsored Article

Video Game Deep Cuts: Light Guns & Myst Puzzles  
by Gamasutra Editor [09.18.16]
A compilation of intriguing video game longreads from around the web includes the upcoming death of the 'light gun' game, the trickiest Myst puzzle around, & lots more.
Console/PC, Social/Online, Indie, Programming, Design, Production, Business/Marketing

Blog: Putting Antegods into player hands for the very first time  
by Gamasutra Community [09.16.16]
Antegods developer Peter de Jong explains what he and his team learned when they showed the game to players for the very first time.
Design, Production

Blog: Finding the fun in game design 4
by Gamasutra Community [09.16.16]
Subnautica and Natural Selection 2 designer Charlie Cleveland looks at why designing a game often feels like finding your game, and yourself.
Design, Production

Don't Miss: The original BioShock postmortem 16
by Alyssa Finley [09.15.16]
In this classic feature, project lead Alyssa Finley writes candidly about trials, triumphs, and lessons learned in the making of the original BioShock -- which has become a seminal game.
Console/PC, Programming, Art, Audio, Design, Production

Blog: A practical guide to writing diverse characters 7
by Gamasutra Community [09.15.16]
If we are to tell new, interesting stories in game, we need to consider whose stories we are telling as well. This blog post offers some tips on how to create diverse characters.
Design, Production

Ken Levine reflects on BioShock: 'I don't enjoy shipping games'  
by Alex Wawro [09.15.16]
"If I could still get paid, I would make games and never ship them," Ken Levine tells Glixel, reflecting on his time making BioShocks. "I don't enjoy shipping games. I think it's kind of dreadful."
Console/PC, Design, Production

Now's the time to submit talks for the Independent Games Summit at GDC 2017!  
by Staff [09.15.16]
Good news, would-be GDC speakers: 2017 Game Developers Conference organizers are now accepting Independent Games Summit talk submissions through Friday, September 23rd. 
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: Considerations for mobile VR developers 1
by Gamasutra Community [09.15.16]
Make Real operations lead Sam Watts breaks down the design considerations and pitfalls to look out for when creating mobile VR experiences.
VR, Smartphone/Tablet, Production

Mass layoffs hit Sony San Diego Studio 1
by Bryant Francis [09.14.16]

Update Gamasutra has learned that approximately 50 employees have been laid off from Sony San Diego Studio, in a move that may indicate the company's move away from live game development.
Console/PC, Production

Don't Miss: Have @ You! The history of Rogue 24
by Matt Barton, Bill Loguidice [09.14.16]
Gamasutra contributors investigate the origins, permutations, and legacy of Rogue, one of the most quietly influential and long-lived games ever created, in this classic feature.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: How Head of State went from passion project to top-10 download  
by Gamasutra Community [09.14.16]
Head of State is a top-10 paid game in the UK, made by a team of three as a part time project in seven months, and this is how it was made.
Smartphone/Tablet, Design, Production, Business/Marketing

Alexis Kennedy becomes Bioware's first ever guest writer  
by Chris Kerr [09.14.16]
Failbetter co-founder Alexis Kennedy has been invited to work with BioWare as the Mass Effect and Dragon Age developer's first ever guest writer.
Design, Production, Business/Marketing

Video game deep cuts: Nailing nostalgia and duelyst bards  
by Chris Kerr [09.14.16]
A compilation of intriguing video game longreads from around the web includes Lord British's in-game bards, nailing nostalgia, and going inside EVE: Online's propaganda machine.
Art, Design, Production

Blog: How to choose your game publisher 3
by Gamasutra Community [09.14.16]
What do you need to consider when you choose your game publisher? A comprehensive primer with lists and tips on how to evaluate your need for publishers.
Production, Business/Marketing

Unexpected alliance aids notable preservation of video game history 3
by Bryant Francis [09.13.16]
An unexpected alliance between Stanford and the National Institute of Standards and Technology means that a sizable portion of game history has been thoroughly archived.
Console/PC, Production

Blizzard's chief storyteller Chris Metzen retires after 23 years 4
by Chris Kerr [09.13.16]
"Looking back at my years at Blizzard, I see now how profoundly this idea has shaped my career. I see how profoundly my friends and coworkers at Blizzard have shaped me as a person."
Console/PC, Design, Production

Pay gap looms large in IGDA diversity report 2
by Bryant Francis [09.12.16]
According to data from the IGDA, a pay gap between men and women, and white workers and workers of color, is one of the biggest challenges facing the games industry.
Console/PC, Production

Playable build of canceled Warcraft adventure game surfaces online 1
by Bryant Francis [09.12.16]
A cancelled version of Blizzard's Warcraft Adventures: Lord of the Clans surfaced online over the weekend, but was quickly removed by a DMCA request.
Console/PC, Production, Video

Blog: Even more lessons for game dev managers 2
by Gamasutra Community [09.12.16]
"This is part two of a summation of the most comprehensive of my manager training classes for game devs, a version of which was recently held at a client’s office over the course of two days."
Production, Business/Marketing