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September 25, 2016
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September 25, 2016
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Updates » Production
Don't Miss: Revisiting unsung classic The Last Express 12
by Chris Remo [08.30.16]
Jordan Mechner's adventure game The Last Express is a cult classic; in this timeless feature, Gamasutra catches up with the game's producer and technical designer to document its fascinating genesis.
Console/PC, Design, Production

Blog: Weathering the bad times as an art outsourcer 1
by Gamasutra Community [08.30.16]
It's a tough time for Chinese art outsourcers. But there are some ways to weather the tough times, says Junxue Li, CEO of a game art outsourcing company.
Art, Production, Business/Marketing


Video: How to blaze an unconventional trail in your game dev career  
by Staff [08.26.16]
Radiant Entertainment's Patrick Miller offers an alternative look at building your career in game development in this GDC 2016 Game Career Seminar talk.
Console/PC, Production, Video

Dead Space's Ian Milham will direct the next Tomb Raider  
by Bryant Francis [08.26.16]
The art director of Dead Space has joined Crystal Dynamics as the game director of the next Tomb Raider game.
Console/PC, Production

Microsoft cancels free-to-play Halo Online  
by Bryant Francis [08.25.16]
343's attempt to expand Halo into a free-to-play franchise has been cancelled for now.
Console/PC, Production

Blog: Picking the best college for game development 9
by Gamasutra Community [08.25.16]
"A lot of people want to go to a university for game development, but is it worth the cost? Here's some advice about the steps to take before whipping out your wallet."
Programming, Design, Production

Q&A: 'Action Saxons' & historical accuracy in The Great Whale Road  
by Thomas Faust [08.24.16]
The Great Whale Road just hit early access. Joachim Sammer, CEO of Sunburned Games, talks about the making of this story-driven strategy/RPG hybrid set on the medieval shores of the North Sea coast.
Indie, Design, Production, Video

Don't Miss: How Valve uses Team Fortress 2 as a game dev guinea pig 11
by Staff [08.23.16]
The seminal Team Fortress Quake mod is over two decades old, and now Team Fortress 2 has become a critical part of how Valve operates. In this classic feature, Valve's Robin Walker explains how.
Console/PC, Design, Production

Former Comcast exec appointed head of IGDA Foundation 1
by Chris Kerr [08.23.16]
"The IGDA Foundation has a lofty goal and high purpose: make game development as a profession more diverse, more fulfilling, and more valued."
Production, Business/Marketing

Get a job: Backflip Studios is hiring an External Producer  
by Staff [08.22.16]
Hasbro-owned DragonVale developer Backflip is looking for someone to manage the production of externally-developed casual F2P games from its office in Boulder, Colorado.
Social/Online, Production, Recruitment

Don't Miss: Divinity: Original Sin is a game Larian Studios waited 15 years to make 7
by Alex Wawro [08.22.16]
"We always wanted to make an old-school PC RPG with multiplayer," said Larian's Swen Vincke in 2014. "We never managed to sell it to a publisher in the past; every time we proposed, it was refused."
Console/PC, Indie, Design, Production, Business/Marketing

Google Chrome apps are riding off into the sunset  
by Bryant Francis [08.19.16]
It looks like Chrome-specific browser gaming won't be a thing for much longer, as Google announces it's discontinuing support for Chrome apps on Windows, Mac, and Linux.
Console/PC, Production

Devs answer: Where do you make your games?  
by Bryant Francis [08.19.16]
Where do game developers make their games? We asked our Twitter followers for images of their desks and workstations across the world in this week's Devs Answer column.
Console/PC, Production

Devs celebrate the tools they used to make their first games 9
by Alex Wawro [08.19.16]
What was the very first thing you used to make video games? It's a fun question Steve "Moshboy" Cook recently asked on Twitter -- and answers highlight how many devs get their start as game modders.
Console/PC, Indie, Production

Blog: Why we added Steam Achievements to our visual novel game 6
by Gama Sutra [08.18.16]
Echoes of the Fey is a visual novel, so why spend time to add Steam Achievements? One dev explains the potential benefits of putting achievements in narrative-centered games.
Indie, Design, Production

Don't Miss: An oral history of developing the original Deus Ex 5
by Alex Wawro [08.18.16]
In this timeless feature, Gamasutra speaks to Warren Spector, Chris Norden, and others on the original Deus Ex team to learn more about how they developed it -- and what it did to them.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Warbits: The postmortem of a 'certified dumb idea' 10
by Gama Sutra [08.18.16]
"Despite the fact that Warbits worked out for us, it was a certified dumb idea," writes one dev. "We hope this postmortem can shed some light."
Smartphone/Tablet, Design, Production

Blizzard tests new means of encouraging sportsmanship in Overwatch players 24
by Bryant Francis [08.17.16]
Blizzard isn't quite censoring the phrase "gg ez" in Overwatch, but it is encouraging players not to say it to each other after a game ends.
Console/PC, Production

Come out to VRDC and see how CCP developed EVE: Valkyrie  
by Staff [08.17.16]
At the inaugural standalone VRDC in November, CCP Games' Andrew Willans will deliver a frank postmortem of EVE: Valkyrie.
VR, Design, Production