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April 29, 2017
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Updates » Production
Blog: Turning ordinary game design into something extraordinary - Part 2
by Gamasutra Community [04.10.17]
Part two of my Game Details series. Discussing how to take the conventional and making it into something better.
Design, Production

Video Game Deep Cuts: Thimbleweed Park's Cryogenic RimWorld  
by Gamasutra Staff [04.09.17]
This week's Video Game Deep Cuts longform article/video highlights include the art behind Thimbleweed Park, the rise of RimWorld, and much, much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Video: Naughty Dog's guide to the future of game art production 3
by Staff [04.07.17]
Photogrammetry. Neural networks. VR/AR. Naughty Dog lead technical artist Andrew Maximov speaks at GDC 2017 about what a video game art production pipeline will likely look like 10 years from now.
Console/PC, Art, Production, Video, Vault

Blog: Growing procedural plants in Antegods
by Chris Kerr [04.06.17]
In this blog post, our programmer TJ will share his experiences in creating a tool to procedurally generate plants for the ever changing worlds of Antegods.
Programming, Production

Blog: A closer look at the structure of organisms in Pine  
by Gamasutra Community [04.06.17]
This is a closer look at the structure of organisms in Pine, an action adventure game about adaptation.

Microsoft reveals tech specs for Project Scorpio, its new turbo-charged Xbox
by Chris Kerr [04.06.17]
Digital Foundry†has posted an extensive technical breakdown of Microsoft's all-powerful Xbox One, Project Scorpio, meaning we finally know what'll be powering the turbo-charged console.
Console/PC, Production, Video

Blog: How an architect may be useful to your dev team  
by Gamasutra Community [04.05.17]
This blog post outlines the parallels between in the field of architecture and game development, and why an architect can be a great addition to the development team.
Design, Production

Video: Owlchemy Labs' game dev postmortem of Job Simulator  
by Staff [04.05.17]
In their GDC 2017 postmortem talk, Owlchemy Labs' Alexander Schwartz & Devin Reimer spoke frankly about the challenges of building, sharing, shipping, & sustaining Job Simulator on multiple platforms
VR, Production, Video, Vault

Blog: Nailing the level design for a procedurally generated Metroidvania 6
by Gamasutra Community [04.05.17]
Using procedural generation and maintaining robust level design might seem contradictory at first glance. But the key for us was in having the algorithm involved in the most restrained way possible.
Design, Production

Blog: Process tips for in-house engine development
by Gamasutra Community [04.05.17]
The human side to software creation is infinitely more complex than the programs we write, and that's what I'll be focusing on in the second part of my game engine development series.
Design, Production

Blog: Tackling color-grading and post-stack tuning using science  
by Chris Kerr [04.05.17]
I tried to employ an actual scientific method to taking a pass at color-grading/post-stack tuning for not-super-well-calibrated monitors or non-ideal viewing conditions. Here's how I did it.
Design, Production

Q&A: Design lessons learned from a decade at Nintendo's EAD 2
by Chris Kohler [04.05.17]
Motoi Okamoto was a member of Shigeru Miyamoto's Entertainment Analysis and Development department for a decade. He recounts the making of many of Nintendo's best-loved (and biggest-selling) titles.
Console/PC, Design, Production, Business/Marketing, History

Double Fine devs embark on another public Amnesia Fortnight game jam  
by Alex Wawro [04.04.17]
Double Fine's well-known internal game jam has returned -- and this year studio devs have created 25 video pitches for games they'd like to prototype during the two-weeks of temporary forgetfulness.
Indie, Production, Video

Blog: Train Jam, a.k.a. the Hogwarts Express in real life
by Gamasutra Community [04.04.17]
The Hogwarts Express is real, and it's called Train Jam! Train Jam is an annual pilgrimage of game developers who decide to meet up in Chicago and ride a train all the way to San Francisco for GDC.
Programming, Design, Production

After tragedy strikes, a dev's friends strive to complete his game 7
by Chris Priestman [04.04.17]
In the wake of an inexpressibly terrible tragedy, developers are striving to complete an inspiring and unique project.
Console/PC, Indie, Art, Design, Production, Video

Don't Miss: Lessons learned developing 2 games for 4 VR platforms  
by Staff [04.03.17]
So what's it like to make games for all these different virtual reality headsets? That's exactly what VR game developer E McNeill spoke to in this talk he gave at the inaugural VRDC during GDC 2016.
VR, Console/PC, Indie, Design, Production, Business/Marketing

The secret behind seamless space exploration in Star Control: Origins
by Chris Kerr [04.03.17]
"From an engineering point of view itís an interesting challenge, because this game has many different parts to it, but it has to be seamless. No-one wants to sit there and wait for a planet to load."
Console/PC, Design, Production, Video

Final Fantasy art director and Valkryrie producer depart Square Enix
by Chris Kerr [04.03.17]
Long-serving†Final Fantasy art director Isamu Kamikokuryo has left Square Enix after almost two decades, along with Star Ocean and Valkyrie Profile producer, Yoshinori Yamagishi.†
Art, Production

Blog: The ever changing battlefield of Antegods
by Gamasutra Community [04.03.17]
How do you make space feel infinite? In Antegods we use procedural generation to create unique levels for players to explore, ensuring that skills and collaboration are what win matches.
Design, Production

Game Design Deep Dive: Watch Dogs 2's Invasion of Privacy missions 1
by Christopher Dragert [04.03.17]
"IOP missions let players hack cameras, computers, and electronics. NPCs react in a way that expresses a narrative. Our aim was to deliver these missions fully motion captured, with seamless branching."
Console/PC, Programming, Design, Production, Deep Dive