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November 27, 2015
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Updates » Production
Don't Miss: How Bethesda started making Fallout games 2
by Chris Remo [11.04.15]
In this classic 2008 interview, Fallout game director Todd Howard opens up about how the company tried to manage the franchise well, from researching the game's world to answering a rabid fanbase.
Console/PC, Design, Production

Measuring accountability, as a lead 2
by Gamasutra Community [11.04.15]
"Accountability: what is it? Why is it important, and what do you do when someone on your team isn't pulling their weight? This week, I talk about one of the hardest nuts to crack as a manager."
Console/PC, Production

The Fragility and Pain of Friendship in We Know the Devil  
by Joel Couture [11.04.15]
Friendship is a major theme of this visual novel about three teens stuck in a religious summer camp. It explores the difficulties and pain surrounding this precious aspect of our lives.
Indie, Design, Production

A mother's journey: The making of Shelter 2  
by Gamasutra Community [11.04.15]
"How Shelter 2 emerged from the original, how the features grew, and a bit about how the development process looked in different stages."
Console/PC, Indie, Production

Don't Miss: The making of Star Wars: Droidworks GDMag Exclusive 1
by Jon Blossom & Collette Michaud [11.03.15]
This Game Developer Magazine postmortem details the making of Lucas Learning's classic 1998 game, which taught young Padawans about using the forces of Energy, Magnetism, Motion, and Light.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

How Renowned Explorers folds diplomacy into its combat system 5
by Phill Cameron [11.03.15]
Adriaan Jansen of Abbey Games explains the process of designing a sophisticated combat system that accommodates diplomatic strategies, and tracks the shifting mods and attitudes of characters.
Console/PC, Indie, Design, Production, Video

The pain of a project with too much work and too few people 3
by Christian Nutt [11.02.15]
Trails in the Sky SC featured a script longer than War and Peace but with just a handful of people working on editing it for localization -- driving them almost beyond endurance.
Console/PC, Production

Classic Postmortem: Asheron's Call GDMag Exclusive 1
by Toby Ragaini [11.02.15]
This long-running MMORPG turns 16 today. Designer Toby Ragaini wrote a postmortem of the game's design Game Developer magazine, which is published here online for the first time to mark the occasion.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

Layoffs at Just Cause 3 developer Avalanche Studios 1
by Chris Kerr [11.02.15]
Just Cause 3 developer Avalanche Studios has been forced to let go staff at both its New York and Stockholm offices.
Serious, Production, Business/Marketing

The making of The Beast Within: A Gabriel Knight Mystery 2
by Gamasutra Community [11.02.15]
"Jensen decided the time had come to test his strength of character. She dug up her original idea of Gabriel investigating a series of murders that locals believed to be the work of a werewolf."
Console/PC, Design, Production, History

Classic Postmortem: Silent Hill 4: The Room GDMag Exclusive 2
by Akihiro Imamura & Akira Yamaoka [10.30.15]
In this Game Developer magazine postmortem, Akihiro Imamura and Akira Yamaoka describe the making of their claustrophobic 2004 horror classic in grisly detail.
Console/PC, Programming, Art, Audio, Design, Production, History, GD Mag Exclusive

UX walkthrough: Anatomy of a usability test in video games 5
by Gamasutra Community [10.30.15]
"User experience design has become the mainstay of creating intuitive and rewarding offline, online digital experiences, be it across web, apps physical products or more recently GAMES."
Console/PC, Smartphone/Tablet, Design, Production, Business/Marketing

Astroneer's ex-AAA devs explore a strange new world of indie life 2
by Alex Wawro [10.30.15]
Three former Halo devs share lessons they've learned from transitioning to indie life, and how those learnings have shaped the way they design and market their sandbox space game Astroneer.
Indie, Design, Production

Going from a big studio to being a single indie 8
by Gamasutra Community [10.30.15]
"Itís been a little over two years of near ceaseless work to get to this point and my life now is very different to when I was working in a big studio."
Console/PC, Indie, Production

Don't Miss: The making of horror game Outlast 7
by Philippe Morin [10.29.15]
Developer Red Barrels today announced Outlast 2, the follow-up to one of the better horror games in recent memory. Check out how the studio made the original...
Design, Production

A strategy guide to selling your ideas to your boss, coworkers, and minions 1
by Gamasutra Community [10.29.15]
"The transference of an idea that has to overcome resistance (obstacles like defensiveness, busyness, disinterest, or just plain old not liking you) I call a sale."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production, Business/Marketing

Miitomo is Nintendo's first ever smartphone title 5
by Chris Kerr [10.29.15]
Nintendo has made no secret of its desire to tap into mobile market, and now the company has lifted the lid on its first ever smartphone game, Miitomo.
Smartphone/Tablet, Production, Business/Marketing

The chilling tale of the development of Costume Quest 2 2
by Gabe Cinquepalmi [10.29.15]
"I still can't believe what we were able to do in the short amount of time we had. Despite our limitations, we were able to fill this game with oodles of incredible art, animation, music, ideas, and personality."
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing

Classic Postmortem: Trespasser: Jurassic Park 4
by Richard Wyckoff [10.28.15]
An in-depth postmortem of this ahead-of-its-time FPS, released 17 years ago today. The ambitious action-adventure game has been cited as a source of inspiration by many indie game developers.
Console/PC, Programming, Art, Design, Production, History

The city and the RPG that never were 25
by Gamasutra Community [10.28.15]
Diary of a game that won't happen: "I have been mentioning a certain RPG on and off for the past 15 or so months and have been working on it for longer than that, but it apparently just wasn't meant to be."
Indie, Design, Production