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March 23, 2017
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Updates » Production
Blog: Authoring and extending behavior trees  
by Gamasutra Community [03.06.17]
A summary of my GDC 2017 talk on design patterns for authoring and extending behavior trees.
Design, Production

Blog: Building a scalable online game with Azure - Part 3 3
by Gamasutra Community [03.06.17]
Previously, we added the web service that acts as interface between the frontend and the actual backend services. In this post, we'll learn how to persist state to a scalable database.
Programming, Production

Video Game Deep Cuts: That GDC Biohazard Mystery  
by Gamasutra Staff [03.05.17]
This week's 'long reads/standout game videos' highlights include a mess of GDC talk goodness, plus Resident Evil 7/Biohazard's making-of, the role of mystery in games, & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Github for Unity extension offers smart Git integration 3
by Chris Kerr [03.03.17]
GitHub has pulled back the curtain on its 'Github for Unity' extension, which aims to bring the service's workflow and other features to the popular game engine.†
Programming, Production

Warren Spector traces Deus Ex's development back to a game of D&D  
by Alex Wawro [03.02.17]
"Let me tell you where it began -- this is going to get a little embarrassing," said Spector. "It all began with Dungeons and Dragons."
Console/PC, Design, Production, GDC

For Tim Sweeney, advancing Epic means racing into AR and VR 3
by Alex Wawro [03.01.17]
Epic Games chief Tim Sweeney sits down with Gamasutra in a wide-ranging conversation about everything from the Unreal Engine's future focus on AR and VR to his own passion for land conservation.
VR, Console/PC, Production, Business/Marketing, GDC

Miyamoto on how Nintendo is bridging the generational game dev gap  
by Chris Kerr [03.01.17]
"The exterior design, us old folks can't keep up with it. So it's better to have the younger folks take full reign and do whatever they want."
Design, Production

The challenge of cohesive storytelling in Final Fantasy XV 3
by Simon Parkin [02.28.17]
For Dan Inoue, a lead writer and localization director at Square-Enix, transmedia storytelling on the blockbuster scale of Final Fantasy XV posed almost insurmountable set of challenges.
Console/PC, Design, Production, GDC

Developing Crashlands while facing a terminal cancer diagnosis 2
by Simon Parkin [02.28.17]
ďI wanted to do something that mattered -- not something just to make money. It forced the question: what would I do if I was gong to be dead in a year," shared Crashlands dev Samuel Coster.
Indie, Art, Production, GDC

One Life Left x GDC podcast: Trains, boats, and video games  
by Staff [02.28.17]
We're easing ourselves into GDC week with a low-key hotel room recording, but there is nothing low-key about our brilliant guests.
Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, GDC

Blog: A postmortem of our FPS, Graveyard Shift  
by Gamasutra Community [02.28.17]
Aslan Game Studio owner Ahmet Kamil Keles breaks down the development process behind undead FPS, Graveyard Shift.
Design, Production

A dev's guide to ensuring studio conflict is healthy and productive  
by Alex Wawro [02.27.17]
At GDC today, Finji CEO and cofounder Rebekah Saltsman shared some advice on cultivating "good" conflict during game dev and avoiding toxic conflict, based on years of experience running Finji.
Indie, Production, GDC

Blog: How to get better at fixing bugs 4
by Gamasutra Community [02.27.17]
In this article, I share my thoughts on how to think about bugs, how to get rid of them, and how to get better at it.
Programming, Production

Lessons learned from over 15 years of of teaching a VR/AR design course  
by Chris Baker [02.27.17]
At VRDC 2017, Jesse Schell discussed VR/AR innovations and insights derived from decades of teaching a class on building virtual worlds at Carnegie Mellon, showing clips from dozens of student projects.
VR, Art, Design, Production, VRDC, GDC

Game writers must be multi-disciplinary masters, says veteran panel  
by Simon Parkin [02.27.17]
As much as a talent for storytelling, any successful game writer must have a raft of supplementary skills, a panel of experienced writers said at GDC 2017 today.
Console/PC, Indie, Design, Production, GDC

Video Game Deep Cuts: The Magic TEd Drifter  
by Gamasutra Staff [02.27.17]
This week's Video Game Deep Cuts longform article/video highlights include the magic of The Void, John Romero on the TEd tool, Hyper Light Drifter's charm, & much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Road to the IGF: ConcernedApe's Stardew Valley 6
by Alissa McAloon [02.24.17]
Eric Barone, AKA ConcernedApe and the sole developer behind Stardew Valley, talks briefly about the joys of working alone and what inspired him to create his own take on a farm life RPG.
Indie, Programming, Art, Design, Production, IGF

GDC 2017 Art Direction Bootcamp: An expert roundtable Q&A  
by Andrew Maximov [02.24.17]
Get a sneak preview of the 2017 Art Direction Bootcamp, hosted by GDC on Feb 27th. For a warmup, the speakers roundtabled some questions from Twitter and around the web.
Console/PC, Art, Production, GDC

Road to the IGF: Love Conquers All Games' Ladykiller in a Bind  
by Alex Wawro [02.24.17]
Gamasutra chats with Love Conquers All Games' founder and namesake Christine Love about how she crafted IGF Award-nominated Ladykiller in a Bind, and why we don't see more erotic rom-com games.
Indie, Design, Production, IGF

Blog: What should a great playtest smell like? 2
by Gamasutra Community [02.24.17]
Running a great playtest means considering playtesterís every sight, sound and smell to avoid biasing or influencing their feedback. So what should a playtest smell like?
Production