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August 4, 2015
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August 4, 2015
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Updates » Production
Video: Iwata recalls developing DS and disrupting the industry  
by Staff [07.14.15]
At GDC 2006, Nintendo's own Satoru Iwata speaks about how Nintendo found great success by designing its DS console and games for a diverse audience, including people who didn't typically play games.
Console/PC, Design, Production, Business/Marketing, Video, Vault

Don't Miss: How to design effective co-op campaigns Exclusive 12
by Tim Keenan [07.14.15]
What does it take to implement meaningful co-op in your game? A Virus Named Tom developer Tim Keenan delves into the thorny issue, discussing his own challenges and triumphs in this 2012 feature.
Console/PC, Indie, Design, Production, Exclusive

Developing Catlateral Damage, and making things for cats to break 6
by Gamasutra Community [07.14.15]
Crowdfunded and created after an "explosion of interest" in a simple 7DFPS demo, Catlateral Damage puts you behind the paws of a mischievous cat. Here, dev Chris Chung offers a postmortem.
Console/PC, Indie, Design, Production

Luckey defends Oculus' decision to fund Rift-exclusive game dev 10
by Alex Wawro [07.13.15]
The Oculus VR founder shed some more light on the company's approach to game development when he took to Reddit this weekend to answer concerns that Oculus is funding Rift-exclusive game development.
Console/PC, Production, Business/Marketing

Don't Miss: How Iwata and Miyamoto shaped the future of Nintendo Exclusive 2
by Osamu Inoue [07.13.15]
In this classic 2010 excerpt from Nintendo Magic, author and reporter Osamu Inoue explains how Satoru Iwata and Shigeru Miyamoto joined Nintendo and shaped the company's philosophy of game design.
Console/PC, Design, Production, Business/Marketing, Exclusive

Video: Satoru Iwata's 'Heart Of A Gamer' keynote at GDC 2005  
by Staff [07.13.15]
"On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer," began Nintendo president Satoru Iwata in this seminal GDC 2005 keynote speech.
Console/PC, Programming, Design, Production, Business/Marketing, Video, Vault

Creating an authentic pseudo-3D world: Asset placement in Oh, Deer! 7
by Gamasutra Community [07.13.15]
"We made a pseudo 3D game in 2015. It's called Oh, Deer! Alpha, and we didn't fake it. There are no polygonal roads with filters over them, no cheats, just six sprite atlases and a bunch of code."
Console/PC, Indie, Art, Production

Get a job: Gameloft is hiring an Art Director  
by Staff [07.10.15]
The folks at Gameloft are looking to hire an experienced artist to serve in a director role alongside the mobile game development teams at the company's Seattle, WA offices.
Smartphone/Tablet, Art, Production, Recruitment

Don't Miss: Overhaul's Baldur's Gate: Enhanced Edition postmortem Exclusive 5
by Trent Oster [07.10.15]
What goes into remaking a classic PC game? Founding BioWare developer Trent Oster takes us behind the scenes of the development of the Baldur's Gate remake, and all of its complications.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Managing 'text swell' in the localization of mobile games 1
by Gamasutra Community [07.10.15]
Dealing with the fact that English is concise: "The end result is that the target text is often longer than its source. As a rule, such languages expand by 15-30% from English."
Smartphone/Tablet, Production

How 5 years of burning ambition brought Retro City Rampage to DOS Exclusive 7
by Alex Wawro [07.10.15]
"I've got the digital version ready...but I'd like to release it side-by-side with the floppy version," indie Brian Provinciano explains in this chat with Gamasutra about porting RCR to DOS in 2015.
Console/PC, Indie, Programming, Production, Exclusive

DayZ's Dean Hall: 'I both love and hate Early Access' 6
by Christian Nutt [07.09.15]
As the DayZ creator embarks on a new venture, he speaks at length about the pitfalls and possibilities of Early Access development, as learned on that massively successful project.
Console/PC, Indie, Design, Production, Business/Marketing

Video: How modding made Bethesda better  
by Staff [07.09.15]
At GDC 2015, Bethesda's Joel Burgess speaks passionately about the historical and modern relevance of modding, as well demonstrating the many positive ways in which modding has influenced his studio.
Console/PC, Production, Business/Marketing, Video, Vault

Don't Miss: The quotable history of Nintendo's Virtual Boy 17
by Frank Cifaldi [07.09.15]
Back in 2011, comparisons were made between Nintendo's slow-going 3DS and its 1995 experiment, the Virtual Boy. In this classic feature, we recount Virtual Boy's history in Nintendo's own words.
Console/PC, Smartphone/Tablet, Design, Production, Business/Marketing

Making the episodic cartoon Victorian adventure Bertram Fiddle 1
by Gamasutra Community [07.09.15]
"The scope was really big; there were a lot of challenges. This post will hopefully be of help to other small teams that want to produce point-and-click games or other titles that rely on a lot of content."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

What happens when you give players 100 tries to beat a roguelike? Exclusive 6
by Phill Cameron [07.09.15]
We talk to Dan Marshall of Size Five Games about The Swindle's firm stance against unlimited lives, regenerating health, "aggressive tutorialization," and other challenge-sapping features
Console/PC, Indie, Programming, Art, Design, Production, Exclusive, Video

Journey's Hunicke: The industry must come together, evolve, and innovate 2
by Christian Nutt [07.08.15]
"No one would have given money to Notch for Minecraft -- now look! That kind of effort comes from a genuine love for the medium itself..."
Console/PC, Indie, Design, Production, Business/Marketing

Video: Innovating interactive fiction with 80 Days' Jon Ingold 1
by Staff [07.07.15]
At GDC 2015 Inkle co-founder Jon Ingold explains how the outfit's design strategies evolved to produce games like 80 Days, and how it successfully fields interactive fiction games on mobile devices.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Video, Vault

Don't Miss: Why I said goodbye to mobile in favor of PC 216
by Staff [07.07.15]
"I am fed up with the whole mobile/tablet gaming market," writes one developer. "Iíve worked hard for three years and released two games to almost every mobile device you can think of. Never again."
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

'Our love for videogames': Tale of Tales' approach to the medium 13
by Gamasutra Community [07.07.15]
"We are sad that we havenít been able to make anything we can consider a masterpiece. We can only hope that our modest contribution can inspire future, more capable generations."
Console/PC, Indie, Art, Design, Production, Business/Marketing