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Updates » Production
Get a job: Cryptic Studios is hiring Producers  
by Staff [04.26.16]
The studio that built Neverwinter is looking for producers of all types and levels to join the team at Cryptic's Los Gatos, CA studio and work on developing massively multiplayer online games.
Console/PC, Social/Online, Production, Recruitment

How The Witcher 3's card game within a game was brought to life  
by Bryant Francis [04.26.16]
CD Projekt Red's Damien Monnier and Rafal Jaki explain the background of The Witcher 3's collectible card game Gwent.
Design, Production, Video

Postmortem: Stardock and Oxide Games' Ashes of the Singularity 5
by Brad Wardell [04.26.16]
What went right, and wrong, with Stardock's recently-published RTS Ashes of the Singularity? Studio chief Brad Wardell breaks down the ups and downs, and reflects on the value of game postmortems.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

How Valve and HTC's collaboration gave birth to the Vive  
by Christian Nutt [04.25.16]
"This is the one time in our lives when we can make a clean start. We said, 'You know what, we're not going to have X, A, B, Y. We're going to say no. We're going to make something specifically for the thing we're making it for.'"
VR, Console/PC, Production, Business/Marketing

How Supergiant Games aggressively prototyped its way into Pyre  
by Bryant Francis [04.25.16]
Supergiant Games newest game Pyre makes a big change from how its other games are played, we spoke to creative director Greg Kasavin about how they brought it to life.
Design, Production, Video

Six years on, development of Tekken X Street Fighter is 'on hold' 2
by Alex Wawro [04.22.16]
Bandai Namco's Katsuhiro Harada has confirmed that the lengthy development of the crossover fighting game Tekken X Street Fighter is "on hold" for the moment.
Console/PC, Production

Video: Wrangling the 80,000+ lines of dialogue in Saint's Row: The Third  
by Staff [04.22.16]
Saint's Row: The Third audio lead Ariel Gross speaks at GDC 2012 about how he and the rest of the team at Volition recorded and implemented the game's dialogue -- all ~82,000 lines of it.
Console/PC, Audio, Production, Video, Vault

Star Ocean 5's producer on why traditional JRPGs are so hard to make now 4
by Christian Nutt [04.21.16]
"SO5, with its seamless gameplay, is created like an open world, but it's a scenario-driven game, so it wound up being a tremendous amount of work."
Console/PC, Production

Watch the making of PlayStation classic Die Hard Trilogy  
by Christian Nutt [04.20.16]
Very few documentaries were produced in the 32-bit era, but this 1990s throwback showcases the early stages of development for a game on the original PlayStation.
Console/PC, Programming, Design, Production, Video

Don't Miss: Robbie Bach reflects on Xbox 360's game dev legacy 7
by Alex Wawro [04.20.16]
Over 10 years after launching Xbox 360 and 5 years after walking away from the company, ex-Xbox chief Robbie Bach reflects on lessons learned and the ups and downs of launching Xbox Live Indie Games.
Console/PC, Programming, Design, Production, Business/Marketing

Approaching the mobile games market as a small team in 2016 6
by Christian Nutt [04.20.16]
"How can a small team hope to find any kind of success in this environment? I have no idea. But I intend to try and find out. My goal is to build a business with a long term horizon."
Smartphone/Tablet, Design, Production, Business/Marketing

15 of Gamasutra's best articles over the last quarter 3
by Kris Graft [04.20.16]
Hey readers! I realize that often some of Gamasutra's best blogs and articles get buried over the course of time, so I figure it's worthwhile to start highlighting some of our best recently-published articles.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

How Battleborn blends MOBA design into the multiplayer shooter 2
by Alex Wawro [04.20.16]
Gearbox chief Randy Pitchford paints the studio's upcoming game as both a product of the times (drawing heavy influence from MOBA design) and a return to its roots in competitive multiplayer shooters.
Console/PC, Social/Online, Design, Production

Don't miss: The Game Outcomes Project, Part 1: The Best and the Rest 21
by Gamasutra Community [04.19.16]
Veteran developers who have worked on many different teams often remark that they see vast cultural differences between them, but what causes the differences between those teams?
Production

Blog: Why a swear-word filter first? My unusual development priorities 7
by Gamasutra Community [04.19.16]
"I've prioritized some unusual aspects of my game over developing gameplay features or producing content: a swear-word filter, menus, and a tutorial. Those are all things that usually tend to get taken care of at the end of production."
Indie, Production

Insomniac doubles down on VR, announces two Oculus-exclusive titles  
by Kris Graft [04.18.16]
We speak with Insomniac Games' Ted Price and Oculus' Jason Rubin about the decision to build platform exclusivity for VR, and what's next in developing virtual reality games.
VR, Design, Production

How Grim Dawn carved a niche in the competitive action RPG genre 3
by Bryant Francis [04.18.16]
So-called "dead" genres don't tend to stay dead. Grim Dawn, born from the ashes of the Titan Quest engine, is one case study in how game genres fall and rise again.
Console/PC, Design, Production, Business/Marketing, Video

Classic Postmortem: Treyarch's 2002 Spider-Man GDMag Exclusive 2
by Jamie Fristrom [04.15.16]
The popular tie-in game to the Sam Raimi film turns 14 today. To mark the occasion, we're republishing this postmortem developer Jamie Fristrom wrote for Game Developer magazine soon after release.
Console/PC, Design, Production, History, GD Mag Exclusive

Don't Miss: John Romero and Tom Hall recount the making of Doom 10
by Staff [04.15.16]
As a new Doom game draws nigh, watch original designers John Romero and Tom Hall share their stories of developing id Software's seminal first-person shooter Doom in this classic video postmortem.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Maps to the stars of '80s and '90s game development 5
by Gamasutra Community [04.15.16]
Japanese game dev offices of the classic era: "The layouts also reveal a lot about a company's workings, how it functioned, how it structured its workflows, how it regarded certain employee positions... Some make no sense whatsoever."
Console/PC, Production