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May 27, 2015
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Updates » Production
Attend GDC Europe to see how top European indies make games  
by Staff [05.06.15]
German game devs will be at GDC Europe 2015 in August to share learnings from traveling and making games with indies across Europe, and how any game developer can release games on a weekly basis.
Console/PC, Social/Online, Indie, Serious, Design, Production, GDC Europe

Blog: Crunch crash 4
by Gamasutra Community [05.06.15]
"I took a 40 hour a week job and turned it into an 80 hour a week job... not really thinking about how my 40 hour a week job would have turned into an 80 hour a week job all on its own."
Console/PC, Production

We made a 'circle pong' game too, before Rotable. Here's what's going on 4
by Gamasutra Community [05.06.15]
"I want to explain how three developers -- ourselves, the guy from Rotable and the guy who made Pongo Pongo -- made three similar games without talking or seeing what the others did."
Smartphone/Tablet, Design, Production, Business/Marketing

Don't Miss: A look back at the history of Tony Hawk's Pro Skater 11
by Matt Barton, Bill Loguidice [05.05.15]
In this classic 2009 feature, authors Matt Barton and Bill Loguidice offer a history of Tony Hawk's Pro Skater, the game that popularized a niche genre and sparked a host of imitators.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Virtual game dev: How I learned to love remote workers 5
by Gamasutra Community [05.05.15]
A look at what makes remote working work, and tips on making it work better -- from an experienced dev who worked remotely for a major studio.
Console/PC, Smartphone/Tablet, Production

Start testing, already! 2
by Gamasutra Community [05.05.15]
"Unfortunately, it's incredibly easy to put off testing. Do it in sprints of a week or two, gather intel, and you'll have a ton of improvements to your already beautiful baby."
Console/PC, Indie, Production

Postmortem: Moon Studios' heartfelt Ori and the Blind Forest Exclusive 4
by Thomas Mahler [05.05.15]
The CEO of Moon Studios pours his heart out in a lengthy postmortem of what went right -- and wrong -- during the 4-year development of Super Metroid-inspired Ori & The Blind Forest.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Don't Miss: The classic postmortem of Shadows of the Empire 4
by Mark Haigh-Hutchinson [05.04.15]
This classic 1997 postmortem by the late Mark Haigh-Hutchinson, originally printed in Game Developer magazine, goes behind the scenes on early Nintendo 64 title Star Wars: Shadows Of The Empire.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

I hate my popular game: A Star Driller Ultra post-mortem 3
by Gamasutra Community [05.04.15]
"Clearly, a lot of people liked the game, with the comment section on the site being largely positive. But I have a major confession to make about the game: I hate it."
Indie, Art, Design, Production

Don't Miss: Making Luigi's Mansion: Dark Moon the Nintendo way 7
by Christian Nutt [05.01.15]
In this classic interview, four developers of Luigi's Mansion: Dark Moon -- two from Vancouver-based Next Level Games, two from Nintendo -- discuss their collaborative game development process.
Console/PC, Art, Design, Production

Dark dreams really don't die: Swery on D4's journey to PC 2
by Brandon Sheffield [05.01.15]
Access Games' former Xbox One exclusive episodic series D4 is coming to PC. We spoke with D4 director Swery about the shift, and got a taste of season 2.
Console/PC, Indie, Design, Production

Novelty out of nostalgia: Josh Sawyer on Pillars of Eternity Exclusive 1
by Phill Cameron [05.01.15]
We talk to Josh Sawyer about the difficulties and opportunities of recreating the feel and style of Baldur's Gate and Icewind Dale in Pillars of Eternity.
Console/PC, Indie, Art, Design, Production, Exclusive

Think in terms of platforms, and user-gen content 2
by Gamasutra Community [04.30.15]
"With the proper use of value loops to reward value givers, thinking in terms of platforms is going to be a distinct part of the future as we go forward, since it just makes too much sense."
Console/PC, Indie, Design, Production, Business/Marketing

Lessons in life, leadership, and game development 2
by Gamasutra Community [04.30.15]
"Being lead designer and producer for Terrachanics was the hardest thing I have ever done... I hope this post will help others create stronger, healthier relationships in their professional and personal lives."
Indie, Production

See how Riot scaled up to produce League of Legends at GDC Europe  
by Staff [04.30.15]
Learn how Riot produces League of Legends and how designers large and small can seamlessly blend hand-made and procedurally-generated content in games at GDC Europe 2015 this August.
Console/PC, Social/Online, Indie, Design, Production, GDC Europe

How Codemasters surprise-launched Dirt: Rally onto Steam Early Access 3
by Phill Cameron [04.30.15]
We talk to Paul Coleman, lead designer on Dirt: Rally, about how Codemasters took its triple-A console franchise to Steam Early Access.
Console/PC, Design, Production, Business/Marketing

9 crucial game studio 'don'ts' 7
by Gamasutra Community [04.29.15]
After frustrating experiences in game dev, Martin Annander moved to a new studio -- only to find the same "don'ts" repeating there. So here's his list of what you must not do.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

The magic of TowerFall: Depth, simplicity, community 3
by Christian Nutt [04.28.15]
TowerFall dev Matt Thorson talks about his approach to game design -- how to make a game intuitive yet communicate the depth of its design to players, so they learn it naturally.
Console/PC, Indie, Design, Production

Video: Brian Moriarty's classic postmortem of Loom  
by Staff [04.27.15]
At GDC 2015 Loom creator Brian Moriarty delivered a Classic Game Postmortem on the game's intriguing development, its unique innovations and its lasting impact on the industry.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Co-productions: A new potential model for game development 1
by Brandon Sheffield [04.27.15]
The co-CEO if Quantic Dream outlines a relatively unexplored path for game companies to mitigate the risks of game development and share in the rewards: co-production, especially across different regions.
Console/PC, Production