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February 5, 2016
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Updates » Production
Road to the Student IGF: Chambara by Team OK Games  
by Chris Baker [01.25.16]
This impressive student game uses its limited color palette to create a striking aesthetic...and to create a unique local multiplayer combat experience.
Indie, Design, Production, Business/Marketing, IGF

Video: Using iterative level design to ship Skyrim and Fallout  
by Staff [01.22.16]
At GDC 2014, Bethesda's Joel Burgess took to the stage to†share insights into the iterative approach used by Bethesda's level design team plan, implement, test and polish massive amounts of content.
Console/PC, Design, Production, Video, Vault

Road to the IGF: Northway Games' and Radial Games' Fantastic Contraption  
by Bryant Francis [01.22.16]
The team at Northway Games discuss the creation of creating a bizarre yet utterly intuitive gizmo creation game that takes full advantage of the VR capabilities of the HTC Vive.
Programming, Audio, Design, Production, IGF

All about usability testing for games  
by Gamasutra Community [01.22.16]
"We will cover how to set up external usability tests, preparation done at developers' and research agencies end, see how internal and external UX designers work in sync to produce unbiased results."
Smartphone/Tablet, Production

Come to GDC 2016 for practical tips on making more diverse games  
by Staff [01.22.16]
GDC 2016 organizers a great Advocacy track talk from 80 Days writer Meg Jayanth that promises 10 practical ways you can make more diverse games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production, GDC

Project organization is no monster: Tips for developing and versioning 2
by Gamasutra Community [01.22.16]
"In the end, our risks were worth it. This new workflow using git improved our productivity. There was always a stable branch to start something new from; everybody was confident enough that there would be no major problems."
Console/PC, Smartphone/Tablet, Indie, Programming, Production

The not-so-simple process of porting The Banner Saga to game consoles 3
by Kris Graft [01.21.16]
John Watson, co-founder and technical director at The Banner Saga developer Stoic, describes the process of bringing the tactical, narrative-driven game from PC to consoles.
Design, Production

Video: Cinematic storytelling in Middle-earth: Shadow of Mordor  
by Staff [01.19.16]
At GDC 2015's Narrative Summit Monolith's Ethan Walker takes the stage to showcase how the studio designed Middle-earth: Shadow of Mordor to feel like a cinematic story you can play through.
Console/PC, Art, Audio, Design, Production, Video, Vault

Don't Miss: Designing Darkest Dungeon to inspire despair 8
by Phill Cameron [01.19.16]
We talk to Chris Bourassa and Tyler Sigman of Red Hook Studios about the difficulty of Darkest Dungeon, and why they want their narrator to compound defeat by insulting the player.
Console/PC, Indie, Art, Design, Production, Business/Marketing

Come to VRDC for VR production tips from the experts at Kite & Lightning  
by Staff [01.19.16]
The co-founders of Kite & Lightning, a team who have worked on VR experiences for everyone from NBC to Lionsgate, will share their knowledge at the inaugural VRDC during GDC 2016 in San Francisco.
VR, Production

Road to the IGF: Dinosaur Polo Club's Mini Metro Exclusive  
by Alex Wawro [01.18.16]
Gamasutra's Road to the IGF continues in this interview with developer Peter Curry about how Dinosaur Polo Club built Mini Metro from a jam game into a strikingly streamlined transit puzzle game.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, IGF

GDC 2016: See how UX helped boost Epic's game production efforts  
by Staff [01.18.16]
Epic Games' director of user experience joins an Epic producer GDC 2016 to talk about how the studio integrated its UX and development teams without imploding.
Console/PC, Production, GDC

Road to the IGF: Question's The Magic Circle Exclusive 4
by Alex Wawro [01.15.16]
Road to the IGF 2016 continues as Question's own Stephen Alexander, Kain Shin and Jordan Thomas chat with Gamasutra about The Magic Circle, the IGF award-nominated game that lampoons game development.
Indie, Programming, Design, Production, Business/Marketing, Exclusive, IGF

Don't Miss: How Capcom tackled Western fantasy with Dragon's Dogma 5
by Christian Nutt [01.15.16]
In this 2011 chat, Dragon's Dogma director Hideaki Itsuno & producer Hiroyuki Kobayashi talk about how the team that made Devil May Cry 4 ended up on a road inspired by Lord of the Rings.
Console/PC, Design, Production, Business/Marketing

Mixing mind control and stealth in Tidal Affair: Before the Storm  
by Joel Couture [01.15.16]
Vancouver studio Overcurfew discuss how they designed and balanced a stealth game in which the hero can manipulate enemies with her mind.
Indie, Design, Production, Video

The tale of developing top-5 Ludum Dare entry Mobsferatu  
by Gamasutra Community [01.14.16]
"We spent three days working a lot of extra hours on a side project and it was really worth it: not only because we loved what we had achieved, but also because we are the 5th game in the Overall category!"
Indie, Programming, Design, Production

Don't Miss: How 2 Torchlight devs learned new tricks making Rebel Galaxy 2
by Alex Wawro [01.14.16]
Last year veteran devs Erich Schaefer (Diablo) and Travis Baldree (Fate) shipped a successful old-school Elite-esque space game with the help of Twitch, the Unity Asset Store and a kickass soundtrack.
Indie, Design, Production, Business/Marketing

Road to the IGF: Hanako Games' Black Closet  
by Alex Wawro [01.14.16]
Gamasutra kicks off its 2016 Road to the IGF series of interviews with IGF award-nominated devs by chatting with Georgina Bensley about her remarkable schoolgirl noir mystery game Black Closet.
Indie, Art, Design, Production, IGF

Beta testing your game, finding success in criticism 2
by Gamasutra Community [01.14.16]
"Looking back, Iím really glad that we had the first Beta and plan to do more in the near future. Getting feedback has really been crucial in the development process."
Console/PC, Smartphone/Tablet, Indie, Production

People, time and money: How much should QA take? 2
by Gamasutra Community [01.14.16]
Babel Media's functionality QA director, Mathieu Lachance: "Project planning is one of the most crucial and difficult steps of a videogame development project. With this entry Iíll share a couple tips and techniques my team and myself use."
Console/PC, Smartphone/Tablet, Production