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September 29, 2016
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September 29, 2016
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Updates » 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

Sacrificing Release Raptor to stay afloat, the complete Q&A  
by Gamasutra Community [09.12.16]
We got in touch with Arcen Games' founder a few weeks ago to discuss the impending launch of their latest game, In Case of Emergency, Release Raptor -- it didn't turn out as expected.
Console/PC, Production, Business/Marketing

The Last Guardian delayed due to unexpected bugs 5
by Chris Kerr [09.12.16]
"A delay is a difficult decision, particularly with this game, but we have encountered more bugs than anticipated while in the final stages of development."
Console/PC, Production

Former Blizzard devs form Bonfire Studios, net $25M in funding 2
by Chris Kerr [09.12.16]
Former World of Warcraft frontman Rob Pardo has established Bonfire Studios to "help friends connect through games."
Production, Business/Marketing

Blog: Creating smart, subversive dialogue for an F2P game  
by Gamasutra Community [09.12.16]
"I chatted with TinyCo's Allen Warner about how he snuck some sly, subversive, and even thoughtful moments into Marvel's Avengers Academy."
Smartphone/Tablet, Production

Video: Designing Valley, a game where the world dies when you do  
by Staff [09.09.16]
We interviewed the developers of Valley on our new Twitch stream to learn about the secrets of the games' development.
Indie, Design, Production, Business/Marketing, Video

Blog: Essential lessons for game dev managers 1
by Gamasutra Community [09.09.16]
Most leaders I encounter in game dev were thrust into their first leadership role with no prep. I help reverse that trend by training them. Here's the most comprehensive curriculum I've ever created.
Production

Staying happy, creative, and productive in the tumultuous world of game dev 1
by Bryant Francis [09.09.16]
The game development can be joyful and fulfilling, but it can also be a grind. We spoke to several AAA and indie developers about how they deal with the struggle to stay focused, driven and creative.
Console/PC, Indie, Design, Production

This week in video game blogging: Expectation management and hype  
by Gamasutra Community [09.08.16]
This week, our partnership with games blogging curation site Critical Distance brings us picks from their Senior Curator Zoyander Street on the institutional structures that lead to disappointment and frustration.
Console/PC, Design, Production, Business/Marketing

Short release cycles keep everyone happy, says Bethesda's Pete Hines  
by Chris Kerr [09.07.16]
In a recent interview with The Metro, Bethesda’s VP of PR and marketing Pete Hines has talked up the benefits of short release cycles.
Console/PC, Production, Business/Marketing

Postmortem: Renowned Explorers 3
by Gamasutra Community [09.07.16]
The development of Renowned Explorers: International Society was a crazy ride. You can read about every twist and turn right here.
Console/PC, Design, Production

Video: Practicing the healthy habits of a successful game maker  
by Staff [09.06.16]
As part of the GDC 2016 Game Career Seminar, game designer Lauren Scott took the stage to talk about some healthy habits she's honed to become a successful game maker.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video, Vault

Devs open up about how it feels to work on a game that tanks  
by Alex Wawro [09.06.16]
"Once morale starts to crumble it's real tough to get it back on track," ex-Infinite Crisis lead artist Steven Ashley tells Vice in a new feature. "It's a poison that's really infectious."
Console/PC, Social/Online, Production, Business/Marketing

Blog: An Ancient Adventure postmortem  
by Gamasutra Community [09.05.16]
"This article describes my thoughts on developing the adventure game Ancient Adventure for the Ludum Dare 36 game development competition."
Design, Production

Blog: Video Game Deep Cuts - Soda Machines & Steam Spy  
by Gamasutra Community [09.03.16]
Asummary of some of the week's most interesting video game culture/development stories, from Dan Pinchbeck on storytelling to Brendon Chung on Quadrilateral Cowboy.
Console/PC, Indie, Design, Production, Business/Marketing

When two generations of Final Fantasy devs meet: Sakaguchi and Tabata speak  
by Alex Wawro [09.02.16]
A Famitsu interview with Final Fantasy creator Hironobu Sakaguchi and Final Fantasy XV director Hajime Tabata offers insight into how 2 different generations of FF devs think about game design.
Console/PC, Design, Production

Ninja Theory opens real-time cinematography division, Senua Studio  
by Chris Kerr [09.02.16]
UK indie Ninja Theory has cut the ribbon on Senua Studio, a new division dedicated to bringing realtime virtual characters to life for stage, film, broadcast, games, and VR. 
VR, Console/PC, Design, Production

How a game about death gave a lawyer new life as an indie dev  
by Alex Wawro [09.01.16]
"I needed to be able to write all these possible ways of grief," former litigation attorney Dean Razavi told Kotaku about why he's making Vidar, an indie RPG he wound up quitting his job to make.
Indie, Production

Blog: The art process behind Figment's 'Spider Queen'  
by Gamasutra Community [09.01.16]
A step-by-step presentation of Bedtime Digital Games' art process using one of the main character from our current project, Figment, as an example.
Art, Production