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January 26, 2015
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January 26, 2015
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Updates » Production
The reality of distributed development, not the buzzword 8
by Gamasutra Community [12.24.14]
Relic Entertainment development director Diber Mann takes a look at how true distributed development can be achieved, rather than just outsourcing -- and what the difference is.
Console/PC, Production

Q&A: Emotional game design with D4 developer SWERY 6
by Alex Wawro [12.23.14]
Hidetaka "SWERY" Suehiro chats with Gamasutra about the development of D4, his thoughts on evoking empathy from players and how developers can make better games through "sensory replication."
Console/PC, Design, Production

How to estimate the time needed for game localization  
by Gamasutra Community [12.22.14]
A quick guide for both the localization company and the game developer or publisher -- how to create a realistic estimate of the time it'll take and, then, the cost of that time.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production, Business/Marketing

2015 IGF announces Design, Audio juries  
by GDC Staff [12.22.14]
Proceedings are well underway for the jurying phase of the 2015 Independent Games Festival, in which discipline-specific experts play and discuss the merits of the nearly 650 games entered.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: Thank God I'm an Indie Dev 5
by Gamasutra Community [12.22.14]
"I'm lucky to work at an awesome company that encourages creativity and independence... they believe it creates a stronger, more creative company with tremendous energy."
Indie, Production

Blog: How we attacked Early Access - The good, bad, and ugly 14
by Gamasutra Community [12.19.14]
"It may seem madness to pay $20 for a game that will eventually be free-to-play, but players did! And we didnt deceive them into doing it either."
Console/PC, Indie, Production, Business/Marketing

Game a week: A year in review 3
by Gamasutra Community [12.18.14]
52 weeks, 52 games. Adriel Wallick looks back at what she accomplished in 2014: "My brain is exhausted and I'm sad that it's over, but I'm excited to move onto what's next for me in games."
Console/PC, Indie, Programming, Design, Production

From console to mobile: 38 days later 6
by Gamasutra Community [12.18.14]
"I am 38 days into mobile. Are my 20 years of console experience applicable to mobile? What are the differences between console and mobile? What is it like to be a mobile producer?"
Console/PC, Smartphone/Tablet, Production

Postmortem: Xeodrifter, a five-month Metroidvania project 4
by Gamasutra Community [12.18.14]
Renegade Kid's Jools Watsham delivers a comprehensive take on the emergency project his studio needed to get out by the end of 2014: What went into it, and what came out of it -- right and wrong.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Communication for the win: Helping teams work together  
by Gamasutra Community [12.18.14]
Good communication: "From AAA teams to little indie outfits like us, nearly every developer has to confront this reality at some point. Still, I have seen firsthand that this can make or break a project."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

The agile principles of game design and development 6
by Gamasutra Community [12.18.14]
"Lets face it -- the Agile Manifesto is very much Software Engineer focused. This redrafting is a bit of an experiment in changing the principles to make sense for game design/development."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Howard S. Warshaw revisits Yars' Revenge in GDC Classic Game Postmortem  
by Staff [12.17.14]
Howard Scott Warshaw, best known for his pioneering work at Atari on titles like Raiders of the Lost Ark and E.T. the Extra-Terrestrial, will be delivering a Classic Game Postmortem on Yars' Revenge at GDC 2015.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

The Game Outcomes Project: Learning how teams succeed and fail 19
by Gamasutra Community [12.17.14]
"We have seen that four factors project duration, team experience, financial incentives, and re-use of an existing game engine from a similar game have clear correlations with game project outcomes."
Console/PC, Social/Online, Smartphone/Tablet, Production

Best of 2014: Carmack reveals the challenges of mobile VR game dev 17
by Alex Wawro [12.15.14]
Gamasutra speaks to Oculus CTO John Carmack to learn more about how Oculus' new Mobile SDK works and what it means for developers who are currently making -- or thinking about making -- VR games.
Smartphone/Tablet, Programming, Design, Production

Finish your jam games!: A tip from the 2014 Game Career Guide  
by Staff [12.15.14]
In this edition, Frog Fractions developer Jim Crawford offers some advice for indies and student developers: finish your jam games!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Business/Marketing

What we use to make our 2D games 6
by Gamasutra Community [12.15.14]
"There are a ton of choices out there. My team and I always found it particularly helpful when other gaming companies revealed the development environment setup they found useful."
Console/PC, Indie, Programming, Art, Audio, Design, Production

Managing your indie team: Communication, conflict, and playtesting 2
by Gamasutra Community [12.15.14]
Katie Chironis tackles several more topics you'll encounter on the road to release when managing an indie team -- including how to smooth over communication, handle conflict, and get a morale boost.
Console/PC, Indie, Production

The 5 trends that defined the game industry in 2014 19
by Kris Graft [12.15.14]
2014 was...something. But it was more than just groups of people at each others' throats over their opinions on video games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Localization can be hard but fun: Getting Ace Attorney into English 1
by Christian Nutt [12.12.14]
"I think [Ace Attorney] is really interesting because the translator has to step up, otherwise it's just not going to work. It's great to have projects like that. They keep you sane."
Console/PC, Design, Production

GDC Education Summit tackles socially responsible game education  
by Staff [12.12.14]
At GDC 2015, Northeastern University's Gillian Smith and USC's Jane Pinckard share what they've learned in trying to address design inclusivity issues in the curriculum of a game education course.
Serious, Production, GDC