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June 26, 2017
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Updates » Production
Why Game Freak encourages dev-pitched, non-Pokemon projects  
by Alissa McAloon [06.02.17]
Kotaku takes a look at Game Freak's internal Gear Project and why the company encourages its devs to pitch, prototype, and develop their own games ideas on company time.
Console/PC, Design, Production

Chat with the ex-Thief & Half-Life devs making Rokh at 3PM EDT  
by Bryant Francis [06.02.17]
We take a trip to the red planet and chat with the developers behind Rokh about how their previous development experience drove them to go Early Access.
Console/PC, Design, Production, Video

31 years later, groundbreaking MMORPG Habitat is coming back online  
by Alex Wawro [06.01.17]
31 years after Lucasafilm Games launched a beta version of its groundbreaking MMORPG Habitat, the game is being brought back online by the folks at Oakland's bastion of game history: the MADE.
Social/Online, Production

Monetization shouldn't be prioritized above player experience, says Take-Two CEO 4
by Alissa McAloon [06.01.17]
'Paying too much for something really good, even if you can afford it, just leaves you with a bad feeling. We don't want our consumers to ever feel that way.'
Production, Business/Marketing

Don't Miss: Cheating Death - Accommodating player failure and recovery 4
by Staff [06.01.17]
For this classic 2015 feature, we sat down with Clint Hocking, Chris Avellone and Michael De Plater to talk about the convention of player death as a fail state, and what happens when you move past it.
Console/PC, Indie, Design, Production

Join us as we play Oblivion with lead designer Ken Rolston today at 3 PM ET!  
by Alex Wawro [06.01.17]
Veteran game designer Ken Rolston joins us today as we continue our look back at Bethesda Game Studios' 2006 game The Elder Scrolls IV: Oblivion at 12 PM PT/ 3 PM ET on the Gamasutra Twitch channel!
Console/PC, Design, Production, Video

Square Enix working with Bulletstorm dev on new AAA project  
by Chris Kerr [06.01.17]
Final Fantasy creator Square Enix is working on a new triple-A title with Bulletstorm developer, People Can Fly. 
Console/PC, Production, Business/Marketing

Blog: Five lessons we learned after launching our indie horror hit, Home
by Gamasutra Community [06.01.17]
Five years after the launch of indie horror hit Home, here are five crucial lessons for game development, studio management, and keeping your wits about you.
Design, Production

Video: Practical procedural generation for everyone  
by Staff [05.31.17]
At GDC 2017 Tracery creator Kate Compton shares advice on how even proc-gen novices can build an algorithm powerful enough to make good stuff, yet flexible enough to adapt to your evolving dev needs.
Console/PC, Indie, Production, Video, Vault

Get a job: Disruptor Beam is hiring an Associate Product Manager  
by Staff [05.31.17]
Disruptor Beam is looking for an Associate Product Manager to perform product analysis, assist feature prioritization, and improve the overall user experience as a member of its Massachusetts-based team.
Smartphone/Tablet, Production, Recruitment

Blog: The making of Streams of Nurture - Part V
by Gamasutra Community [05.31.17]
A blog post detailing the design lessons learned from Streams of Nurture, a salmon aquaculture Ren'Py visual novel that I wrote, coded and designed throughout my senior year in college.
Console/PC, Production

Blog: How indie studio Finji approaches collaborative planning 1
by Adam Saltsman [05.31.17]
Adam Saltsman, director co-founder of indie developer studio Finji, outlines their planning process, and how it helps them build better group confidence in outcomes
Indie, Production, Business/Marketing

Video: Forging the creative vision behind For Honor  
by Staff [05.30.17]
At GDC 2017, Ubisoft's Jason VandenBerghe takes the stage to deliver a passionate presentation about the creative processes that propelled For Honor into production and guided everyone on the team.
Console/PC, Design, Production, Video, Vault

Halo devs share the decades-long story of the series' creation and legacy  
by Alissa McAloon [05.30.17]
Waypoint’s extensive oral history of the Halo series chronicles the rise and reign of the massively influential franchise, straight from sixteen of the creators that helped the game take form.
Console/PC, Programming, Design, Production

Don't Miss: How Supergiant Games aggressively prototyped its way into Pyre  
by Staff [05.30.17]
Supergiant Games upcoming 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

Bosslady Blog: Be Seeing You 1
by Staff [05.30.17]
In her final GDC Bosslady blog, our long-time general manager Meggan Scavio makes an announcement around, well, why this is her final GDC Bosslady blog.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Video Game Deep Cuts: That Slime Prey's Card Thief  
by Gamasutra Staff [05.28.17]
This week's top articles/videos include a great GDC video about storytelling in Slime Rancher, the surprising plot of the canned Prey 2, and a 'design deep dive' into mobile standout Card Thief.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Owlboy dev shares advice on staying motivated -- and inspired 1
by Staff [05.26.17]
At GDC 2017, D-Pad's Simon S. Andersen speaks about the trials and triumphs the team faced on their nearly decade-long dev cycle, offering fellow devs advice on how to get -- and stay -- inspired.
Indie, Production, Video, Vault

Why do devs love Slack, and how do they get the most out of it? 10
by Chris Priestman [05.26.17]
Gamasutra asked game devs from around the world in a variety of disciplines what they like (and don't like) about Slack, how it helps them do their jobs better, and how they get the most out of it.
Console/PC, Indie, Production, Business/Marketing

Video: A postmortem of Ska Studios' Salt & Sanctuary  
by Staff [05.25.17]
Ska Studios' Michelle and James Silva speak at GDC 2017 about their journey to releasing Salt & Sanctuary, a 2.5D Souls-alike that was self-published across multiple platforms.
Indie, Art, Design, Production, Video, Vault