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May 1, 2016
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Updates » Production
Blog: Staying content in the game industry 1
by Gamasutra Community [04.14.16]
"Recently I was having a discussion with a couple of game developer friends about the perfect industry role. Inevitably the conversation progressed on to the challenges of staying content and motivated over the course of a project."
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing, Recruitment

Rust dev Garry Newman defends game's randomly assigned race and gender 18
by Christian Nutt [04.13.16]
"Ultimately the decision comes down to gameplay. We don’t believe that letting you choose your race and gender would improve the game." - Rust dev Garry Newman
Console/PC, Indie, Design, Production

NYU Game Center Incubator opens up to all devs  
by Christian Nutt [04.13.16]
A $450,000 grant has enabled the program, formerly open only to NYU student devs, means that the program is now accepting open applications.
Indie, Production, Business/Marketing

How functional QA works: A quick guide  
by Gamasutra Community [04.13.16]
"If I were to again build a test organization, providing the very best support in each stage of the SDLC, it would look something like this."
Console/PC, Smartphone/Tablet, Production

Game engines: Past, present, and future 20
by Gamasutra Community [04.13.16]
"We need to talk a little about the history of video game engine development. I hope my readers will find this personal reflection both familiar and useful in understanding why we should be optimistic about the future."
Console/PC, Programming, Production

Blog: Why the rush? 1
by Gamasutra Community [04.12.16]
On not rushing toward completion at all costs: "I know the ultimate goal of this project; however, I need to take some time to build the bridges so I can get over the problematic gaps."
Indie, Production

Epic expands European publishing operations with new Berlin office  
by Chris Kerr [04.12.16]
"Our European and Russian community is important to us, and establishing our Berlin office is the first step to ensuring they’ll have a great day one experience with our games."
Console/PC, Production, Business/Marketing

Postmortem: Bringing Camouflaj's République to PlayStation 4  
by Paul Alexander [04.12.16]
The curious story of how Camouflaj's episodic game République made its way from iOS in 2013 to Steam and then onto PlayStation 4 involves an engine overhaul, a port house and a tricky overseas deal.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

The game developer's toolbox (for students) 6
by Gamasutra Community [04.12.16]
A good list of basics -- for novices and anybody else: "This is a list of things that will hopefully stop budding game developers from reinventing the wheel and tumble into pitfalls that others have already been in."
Console/PC, Indie, Design, Production, Business/Marketing

Don't Miss: Insomniac's postmortem of the original Ratchet & Clank 2
by Ted Price [04.11.16]
'We called the concept "I5" (for Insomniac game #5), and the main character was a human girl with a staff,' writes Insomniac's Ted Price in a classic postmortem of the studio's first Ratchet & Clank.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

10 tips for working with someone else's IP 2
by Gamasutra Community [04.11.16]
"iLogos has been developing games based on existing IP for the past three years on behalf of several big name publishers such as EA and Rovio. Here’s what we’ve learnt over the past few years."
Smartphone/Tablet, Production, Business/Marketing

A personal quest to save Star Ocean, and maybe the JRPG genre 9
by Christian Nutt [04.08.16]
"Once you finish, it stays with you, in your memory -- it becomes a part of your experience. I feel that JRPGs won't change as long as that doesn't change." - Star Ocean 5 producer Shuichi Kobayashi.
Console/PC, Design, Production, Business/Marketing

Luring players back to a game they thought was dead: Tribes: Ascend 1
by Christian Nutt [04.08.16]
“This is how big of a change we’re willing to make to the game, so come back, talk about it, give us other ideas, you know?” - Tribes: Ascend creative director Sean McBride
Console/PC, Design, Production, Business/Marketing

Don't Miss: This in-depth procedural dungeon generation algorithm 24
by Gamasutra Community [04.08.16]
In this classic blog post one dev explains a simple, flexible, and programmatic way to create randomly-generated dungeons for a roguelike, described with helpful images and code examples.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production

Get a job: Be a Senior Game Developer at Glu Mobile  
by Staff [04.07.16]
Kim Kardashian: Hollywood maker Glu Mobile is hiring an experienced mobile game developer to take a senior role on a new Car Town game at Glu's office in Long Beach, California.
Smartphone/Tablet, Design, Production, Recruitment

Video: The things you learn from playtesting Skylanders with kids  
by Staff [04.06.16]
At GDC 2014, Activision Blizzard's Gareth Griffiths outlines how his team ran successful playtests with children, and techniques the Skylanders team developed to collect and make sense of the data.
Console/PC, Smartphone/Tablet, Production, Video, Vault

DevOps in game dev: (Blameless) retrospectives  
by Gamasutra Community [04.06.16]
"It's a team meeting in which you all discuss an event, including summarizing (or detailing) what happened, what the effects were, any successes or failures, and any work or process changes you want to make as a result of it."
Console/PC, Indie, Programming, Production

Video: Game industry all-stars reflect on 30 years of making games  
by Staff [04.05.16]
From Chris Crawford to Palmer Luckey, game industry luminaries reflect on how game development has changed in the past 30 years in this special "Flash Backward" at the 30th edition of GDC this year.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

GDC & VRDC 2016 talks are now available to watch on the GDC Vault!  
by Staff [04.05.16]
Game Developers Conference officials are happy to announce that the many talks and presentations delivered by game industry notables last month at GDC 2016 are now available to watch on the GDC Vault!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Vault, GDC

Sony staffer crafts custom PS4 gamepad for player with cerebral palsy 1
by Alex Wawro [04.05.16]
A PlayStation 4 owner in New Jersey who lives with cerebral palsy recently received a custom DualShock 4 gamepad that had been modified by a PlayStation employee to match the player's unique needs.
Console/PC, Production