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November 28, 2015
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November 28, 2015
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Updates » Production
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

Improbable: How a team of 15 builds a physics-based MMO 3
by Alex Wawro [10.28.15]
Why a small team at Surgeon Simulator dev Bossa Studios is using Unity to build a persistent, physics-based, high-flying online world -- with the help of a mysterious tech startup.
Social/Online, Design, Production

Using comic strips for cutscenes in my iOS game  
by Gamasutra Community [10.28.15]
"Angry Birds is in my mind the most famous mobile game to leverage comic strips as cutscenes. I think they did a memorable job. I wanted to reproduce that effect in Ludo’s Quest."
Social/Online, Indie, Art, Production

How Undertale makes you think hard before killing monsters 1
by Joel Couture [10.27.15]
'You kill lots of random monsters in every RPG and the consequences for this are never addressed. What if they were? I made a battle system where you could talk to foes and convince them not to fight'
Indie, Design, Production, Video

RedLynx co-founder to make new physics-based games at MotionVolt  
by Chris Kerr [10.27.15]
RedLynx co-founder and Trials developer Atte Ilvessuo has has launched MotionVolt, a new self-financed game studio based in Finland.
Smartphone/Tablet, Indie, Production, Business/Marketing

How NES creator Masayuki Uemura brought Nintendo's first home console to life  
by Chris Kerr [10.27.15]
"I was kind of at my wits’ end and people were leaving my team to go to Mr. Yokoi’s team because there was such popularity around the Game & Watch. I was left with just three people on my team."
Console/PC, Design, Production

Making it safe to make mistakes 2
by Gamasutra Community [10.27.15]
"There's an important complementary policy that you must have if you want a strong ownership culture: It's fostering a culture where it's safe to make mistakes."
Console/PC, Production

Miyamoto wanted to make GoldenEye more family-friendly 3
by Chris Kerr [10.26.15]
"He suggested that it might be nice if, at the end of the game, you got to shake hands with all your enemies in the hospital."
Console/PC, Design, Production

Inside the campaign design of Halo 5: Guardians  
by Bryant Francis [10.26.15]
We spoke to key members of Halo 5: Guardians campaign design team to find out more about a new approach to one of video games' biggest franchises.
Console/PC, Art, Design, Production

Don't Miss: The world design of Assassin's Creed: Syndicate  
by Chris Kerr [10.23.15]
Assassin's Creed: Syndicate's world director Jonathan Dumont opens up about the challenges of recreating some of history's most iconic landscapes.
Console/PC, Design, Production

Solo indie dev: Rookie lessons learned 7
by Gamasutra Community [10.23.15]
"This is a letter to myself five months ago; the guy who sat at his desk at work, reading articles about game development and wishing he could be on the other side of it."
Indie, Design, Production

Working time among video game developers: Trends over 2004-14 2
by Marie-Josée Legault, Johanna Weststar [10.23.15]
A decade of research into the amount of time developers really work, culled from surveys given to game developers and crunched by academics who know the subject intimately.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Q&A: Why Games Workshop is shaking up how it works with licensees 4
by Phill Cameron [10.22.15]
Jon Gillard, head of licensing at Games Workshop, explains how the miniature wargaming company licenses its tabletop games, and what they look for in the videogame developers that they work with.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production, Business/Marketing

Don't Miss: Making the survival horror classic Alone in the Dark 6
by Staff [10.22.15]
Preceding Resident Evil & Silent Hill, Infogrames' Alone in the Dark proved a landmark survival horror game. In this classic video postmortem series creator Frederick Raynal explores how it was made.
Console/PC, Design, Production

Tips for making a quality game on a tiny budget 5
by Gamasutra Community [10.22.15]
"As I'm developing my first commercial game on my own, I don't promise to have all the answers -- but I've gathered some advice that might help you!"
Indie, Production, Business/Marketing

Lucky's Tale developer Playful nets $25 million 6
by Chris Kerr [10.22.15]
Indie outfit Playful has received $25 million from private investors to help accelerate the development of its Oculus Rift exclusive platformer, Lucky's Tale.
Indie, Production, Business/Marketing, VR

The Human Loop: Learning and interaction in the studio 4
by Gamasutra Community [10.22.15]
On fostering the right workplace dynamic: "When we speak to or listen to another person we impart something to them. We teach and learn with every communication."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

The making of Star Wars: Shadows of the Empire GDMag Exclusive 5
by Mark Haigh-Hutchinson [10.21.15]
The renewed Star Wars hoopla has us remembering how excited we were when we were when this N64 classic was released. Here's an in-depth postmortem that ran in a 1997 issue of Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

Video: Deconstructing the art design of Dragon Age: Inquisition  
by Staff [10.21.15]
At GDC 2015 BioWare's Neil Thompson delivers a frank talk about the inspiration behind the art direction of the company's critically acclaimed Dragon Age: Inquisition.
Console/PC, Art, Production, Video

Tips for making your game translator and international player-friendly 1
by Gamasutra Community [10.21.15]
"I will focus on providing the right game localization instructions for game translators or your preferred game translation service. With the aim of cutting down on translator questions during the game translation timeline."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production