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August 24, 2016
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August 24, 2016
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Updates » Production
Blog: A brief history of text game puzzles 2
by Gamasutra Community [08.03.16]
Robert Gordon University lecturer Michael Heron turns back the clock to look at how modern-day puzzles have been influenced by their text-based forefathers.
Design, Production

Blog: The elusive power of video games for education 12
by Gamasutra Community [08.03.16]
Do video games and education really go hand in hand? Epic Games' director of user experience, Celia Hodent, shares her views.
Design, Production

Ubisoft details the creation of VR flying game Eagle Flight at VRDC  
by Staff [08.03.16]
Ubisoft Montreal's Olivier Palmieri will be sharing lessons learned from his work designing the remarkable VR flight game Eagle Flight at VRDC in San Francisco this November.
VR, Design, Production

Blog: 30 months of learning and shaping our first indie game. 4
by Gamasutra Community [08.03.16]
Fat Panda director Gerardo Garcia on how post-launch blues helped reshape his approach to game development.
Console/PC, Design, Production, Business/Marketing

Video: Crafting the striking art style of Monument Valley  
by Staff [08.02.16]
At GDC 2015, Monument Valley lead designer Ken Wong speaks to how the team designed the game's unique look, drawing on Influences as wide ranging as M.C. Escher and Japanese flower arrangements.
Smartphone/Tablet, Art, Production, Video, Vault

EA veteran Richard Hilleman joins Amazon Game Studios  
by Chris Kerr [08.02.16]
EA's former chief creative director Richard Hilleman will be ending his short hiatus to join Amazon Game Studios.
Production, Business/Marketing

Don't Miss: 10 seminal game postmortems every developer should read 3
by Alex Wawro [08.01.16]
These timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, detail the trials and triumphs of developing games like Deus Ex and System Shock 2.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

The 2017 Independent Games Festival opens calls for submissions  
by Staff [08.01.16]
Submissions are now officially open for the 2017 Independent Games Festival, the signature competition for indie games, to be held for its 18th year during GDC 2017 in San Francisco next March.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, IGF

WorkStation: The spaces where 22 different game-makers build worlds 5
by Simon Parkin [08.01.16]
What kind of work stations have Brenda Romero, Masaya Matsura, Ed McMillen, Dylan Cuthbert, Meg Jayanth, and Porpentine created for themselves? We got photos and descriptions from 22 star developers.
Console/PC, Indie, Production

Get a job: Be an Art Director at Big Fish Games  
by Staff [07.29.16]
Big Fish seeks an experienced hand to join the team as a senior art manager or art director and mentor, manage and lead a team of designers across its portfolio of mobile F2P game projects.
Smartphone/Tablet, Art, Production, Recruitment

Blog: Creating an arcade game in Unity 4
by Gamasutra Community [07.29.16]
Indie game dev Martino Wullems explains how he overcame numerous hurdles to create his first arcade game using Unity.
Console/PC, Design, Production

Blog: Unprecedented raw footage of the Japanese games industry 5
by Gamasutra Community [07.29.16]
A collection of videos from John Szczepaniak's recent documentary that shine a light on the forgotten history of Japanese game development.
Programming, Production

Q&A: Stifled dev on building a horror game around sound 1
by Jeremy Ooi [07.28.16]
Gattai Games' Stifled plunges players into darkness, and forces them to find their way using echolocation--that is, making sounds through a microphone.
Indie, Art, Design, Production, Video

Eugene Jarvis and Larry DeMar reflect on their work at Robotron: 2084 dev Vid Kidz  
by Alex Wawro [07.28.16]
A fan at California Extreme captured video of veteran arcade game devs (and Defender co-creators) Eugene Jarvis and Larry DeMar delivering a postmortem of their work at Robotron: 2084 dev Vid Kidz.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video

Blog: Unexpected anxiety following a moderate success 5
by Gamasutra Community [07.27.16]
Lone wolf developer David Toulouse breaks down his nine year journey in game dev, and the anxieties that came with it.
Indie, Production, Business/Marketing

Blog: Testing for game development 2
by Chris Kerr [07.27.16]
"It doesn't matter what language, engine, API or platform you use. It doesn’t matter how many games you’ve made or plan on making or even the size of your games. This article is for you"
Production

Rad adds newer, faster game data compressors to its Oodle offerings  
by Alex Wawro [07.26.16]
Fun names alert: RAD Game Tools has updated its Oodle library of data compression tools for game developers with two new compressors, Selkie and Mermaid, that are faster than Oodle's extant Kraken.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Production

Don't Miss: Drugs, randomness, and moral grey areas in We Happy Few 6
by Joel Couture [07.26.16]
Now that the game is out on Early Access, take a moment to read our chat with Compulsion Games' creative director Guillaume Provost about We Happy Few's intriguing design and development.
Indie, Programming, Design, Production

Blog: A pre-launch view of my mistakes when developing my first game 10
by Gamasutra Community [07.26.16]
Australia-based independent game developer Christian Hodges breaks down what he thought could've gone better with the creation of his first game, A-Maze-Ing Runner
Indie, Design, Production, Business/Marketing

Don't Miss: Games from the trash -- A history of the TRS-80 28
by Dale Dobson [07.25.16]
In this timeless retrospective, Gamasutra pays homage to a system beloved by many but mostly forgotten by everyone else -- except for the game developers who learned on it, or are inspired by it.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing