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June 28, 2016
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June 28, 2016
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Updates » Production
The story behind post-nuclear survival game 60 Seconds! 2
by Gamasutra Community [05.31.16]
With over 200,000 players, 60 Seconds! is an indie success. But it didn't come easy. Dominik Gotojuch, founder of developer Robot Gentlemen, explains.
Indie, Design, Production, Business/Marketing

Self-evolving game content using player feedback 8
by Gamasutra Community [05.30.16]
What if we could make our generated content self-evolving? What if we could make our games become better over time?
Programming, Design, Production

#SelfieTennis Q&A: Mixing goofiness, bloodlust, sports, and unicorns  
by Joel Couture [05.30.16]
#SelfieTennis is a VR room-scale game for the HTC Vive. Also, it's completely insane. We spoke to Julie Heyde of the studio VRUnicorns about the making of the game.
Indie, Design, Production, Video

Educational game accelerator co.lab is shutting down  
by Bryant Francis [05.27.16]
After a partnership with Zynga and the NewSchools Venture Fund, co.lab founder Esteban Sosnik announces the accelerator is shutting down.
Console/PC, Production, Business/Marketing

The story behind the cancelled Legacy of Kain game 4
by Bryant Francis [05.27.16]
A dramatic new storyline, inconsistent demands from Square Enix, and struggles with fine-tuning game difficulty seem to be what doomed a sequel to the cult classic Legacy of Kain.
Console/PC, Production, Business/Marketing, Video

Get a job: Cryptic Studios is hiring a Project Manager  
by Staff [05.27.16]
The Star Trek Online dev is currently seeking a†Project Manager to work closely with programmers and game producers to organize and coordinate the development of the Cryptic game engine.†
Social/Online, Production, Recruitment

Breaking down the anatomy of a mission in a mobile action game  
by Gamasutra Community [05.27.16]
This is how Sticky Studios created a system that its designers could use to quickly create a wide variety of missions for The Man From U.N.C.L.E. game.
Smartphone/Tablet, Design, Production

Don't Miss: John Romero and Tom Hall recount the making of Doom 10
by Staff [05.27.16]
In this timeless video postmortem, designers John Romero and Tom Hall share their stories of developing id Software's seminal '90s first-person shooter Doom.
Console/PC, Programming, Art, Audio, Design, Production

Come to GDC Europe for tips on coworking with devs to make better games  
by Staff [05.27.16]
Heads up, European devs:†GDC Europe†is just months away,†and today conference organizers are†pleased to debut an intriguing session on the growing popularity (and power!) of game hubs across Europe.
Console/PC, Indie, Production, GDC Europe

Video: How Campo Santo crafted the world of Firewatch 2
by Staff [05.26.16]
At GDC 2016, Campo Santo lead artist Jane Ng breaks down the art production challenges encountered in†making the world of Firewatch, which is set in the late-'80s Wyoming wilderness.
Console/PC, Indie, Art, Design, Production, Video, Vault

VR has launched, so what now? Developers weigh in 3
by Bryant Francis [05.26.16]
VR's been available to the public for a little over 2 months now. We check in with a few developers for a status update on the burgeoning industry.
VR, Production, Business/Marketing

Don't Miss: No Consoles For Old Men - Ageism in the game industry 86
by Gamasutra Community [05.26.16]
In this timeless blog, veteran dev David Mullich write how, after a long career encompassing many highly-regarded games, "no game studio or publisher seemed willing even to give me a phone interview."
Console/PC, Indie, Production, Business/Marketing

Blog: Uncover your hit game idea faster (or, the importance of moving on) 2
by Gamasutra Community [05.26.16]
As indie devs, itís not a lack of creativity that prevents us from realizing our dreams: itís a lack of time.
Indie, Design, Production

Funcom in the black after fresh $6.3 million investment  
by Chris Kerr [05.26.16]
"It is no secret that the company has had a strained financial situation in recent years that made it challenging to fully realize our new strategy and get back on the right track."
Production, Business/Marketing

Blog: How to identify the scope of your game 1
by Gamasutra Community [05.26.16]
Committing to making a product is a big decision you should base on analysis instead of gut-feeling. This is how I did it!
Design, Production

Don't Miss: What does a game designer do, exactly? 9
by Gamasutra Community [05.25.16]
In this classic blog post, designer Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer a seemingly ever-present question.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Come out to GDC Europe and learn how to revive your aging F2P game  
by Staff [05.25.16]
At GDC Europe, longtime Wooga lead Sophie Vo will show you how to take an old dog of a mobile free-to-play game, teach it some great new tricks and give it a fresh lease on life.
Smartphone/Tablet, Production, GDC Europe

Embracing fully-localized code for each mobile game territory  
by Gamasutra Community [05.25.16]
"Our decision to create a country-specific version of DDTankM has vastly increased installs -- contributing to a wealth of happy players in Brazil. This is definitely the way to go!"
Smartphone/Tablet, Programming, Art, Production, Business/Marketing

Better productivity through game design: Ubisoft shares tips at GDC Europe  
by Staff [05.24.16]
Come to GDC Europe and learn how Ubisoft applies game design principles to improve its production tools and processes on games like Far Cry and Assassin's Creed.
Console/PC, Production, GDC Europe

Blog: The future of game engines and cloud technology 1
by Gamasutra Community [05.24.16]
"What a real-time, cloud-based system provides is a much more streamlined approach to a developerís process while greatly enhancing the collaboration and communication among its members."
Console/PC, Smartphone/Tablet, Indie, Programming, Production