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August 1, 2015
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August 1, 2015
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Updates » Production
Production fundamentals  
by Gamasutra Community [07.06.15]
"Iíve been working in Production for 5 years now. Over this time Iíve learnt a lot of lessons, been intrigued by a few fads, and butchered SCRUM more ways than I can count."
Smartphone/Tablet, Production

Survey: Sweden and the UK are Europe's top game development hubs  
by Staff [07.06.15]
European developers responding to the GDC Europe 2015 State of the Industry survey say Sweden is making the best games in Europe right now, with the UK, Germany and Finland close behind.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Business/Marketing, GDC, GDC Europe

Adventures in black and white: Developing and showing off Missing Translation 3
by Gamasutra Community [07.06.15]
Missing Translation was developed by a small global team and has had some success in local events. Here's the story of a small, dedicated development team collaboration, and how it's done.
Console/PC, Indie, Production, Business/Marketing

Mod Mentality: How Tabletop Simulator was made to be broken Exclusive 3
by Alex Wawro [07.03.15]
Indie devs (and former modders) Jason Henry and Kimiko chat with Gamasutra about why they developed an "online tabletop sandbox" game aimed explicitly at modders, and what they learned along the way.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Turning Snake into something more: How Snakebird evolved 1
by Gamasutra Community [07.02.15]
A walk through the art-style evolution and production of Snakebird, a charming game that sprung from the simple classic Snake to become something more.
Console/PC, Indie, Art, Production

Video: How Other Ocean made #IDARB (and you can too!)  
by Staff [07.02.15]
As part of the GDC 2015 Game Career Seminar's 'Micromortems' session, Other Ocean's Mike Mika and Frank Cifaldi playfully break down the design process of their hit multiplayer game #IDARB.
Console/PC, Indie, Programming, Art, Design, Production, Video, Vault

Learn to make great episodic content for your game at GDC Europe  
by Staff [07.02.15]
At GDC Europe in August, developers from Gameloft and Experimental Game GmbH will show you how to reliably produce great content for your game on a weekly or even daily basis.
Console/PC, Social/Online, Production, GDC, GDC Europe

Blog: Early success considered harmful 1
by Gamasutra Community [07.02.15]
"Unfortunately, the first game I designed was a success. It was a product of serendipity. I hadnít planned on being a game designer."
Indie, Design, Production, Business/Marketing

Designing You Must Build A Boat amid the rising tide of game releases Exclusive 2
by Alex Wawro [07.02.15]
Indie dev Luca Redwood opens up about his experience trying to follow up his hit mobile game 10000000 with You Must Build A Boat amid a rising tide of game releases that make discoverability tough.
Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing, Exclusive

Video: A design retrospective of Civilization: Beyond Earth  
by Staff [07.01.15]
Civlization: Beyond Earth leads David McDonough and Will Miller reveal how they took evolved the perennially popular civilization-building game for humanity's possible future on an alien planet.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Don't Miss: Why the metrics aren't the message 31
by Staff [07.01.15]
In this timeless feature, industry veteran Laralyn McWilliams explains how a pivotal moment in her life showed her that over-reliance on analytics and player friction in games isn't the answer.
Console/PC, Social/Online, Smartphone/Tablet, Design, Production, Business/Marketing

10 things you should know about ... QA 8
by Gamasutra Community [07.01.15]
"We look at your work with the eyes of the client, the licensor, the first party manufacturer, the user. We wear their hats so we can tell you what they will experience."
Console/PC, Smartphone/Tablet, Production

GDC Europe State of the Industry: Devs moving from mobile to PC 1
by Staff [07.01.15]
GDC Europe 2015 officials have released the results of the third annual European State of the Industry Survey, which offers insight into which platforms are most appealing, the perceived value of crowdfunding and what VR means for the industry at large.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC, GDC Europe

Surrendering control and trusting in players with Her Story Exclusive 2
by Phill Cameron [07.01.15]
For Her Story developer Sam Barlow, surrendering his story to players was a mental hurdle he had to overcome as a writer. But it seems to have paid off.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Exclusive, Video

5 rules to break when developing a mobile game 17
by Gamasutra Community [07.01.15]
CrowdStar made its mobile game Covet Fashion a hit with fans by ignoring the conventional wisdom. Here, CEO Jeffrey Tseng shares his tips for success.
Smartphone/Tablet, Art, Design, Production, Business/Marketing

Star Citizen's FPS module delayed, as Roberts exposes AAA dev to the public 4
by Christian Nutt [06.30.15]
Star Citizen has almost $85 million to play with, but even a massive budget like that doesn't isolate you from production problems: its FPS module has been delayed.
Console/PC, Production, Business/Marketing

Video: How Disney designs VR experiences for themeparks  
by Staff [06.30.15]
Walt Disney Imagineering was one of the original VR pioneers in the late 1980s, and at GDC 2015 Imagineer Bei Yang shared lessons learned from 20 years of crafting VR experiences.
Console/PC, Social/Online, Design, Production, Video, Vault

Come out to GDC Europe and learn how Cities: Skylines was made  
by Staff [06.30.15]
Leading experts discuss best practices for developing mobile games for the Chinese market, and Colossal Order deconstructs its hit city-builder Cities: Skylines at GDC Europe in Cologne, Germany this August.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Budgeting for the most successful Kickstarter in video game history  
by Christian Nutt [06.29.15]
Castlevania veteran Koji Igarashi made $5.5 million for Bloodstained, and there are a lot of lessons to be learned from how he did it. Here's an analysis based on an extensive conversation with him.
Console/PC, Indie, Production, Business/Marketing

Don't Miss: Blizzard's Diablo II postmortem, 15 years later 4
by Erich Schaefer [06.29.15]
15 years ago this week, Blizzard released Diablo II. Celebrate by reading EP Erich Schaefer's account of what went right and wrong during development of one of Blizzard's most impactful games.
Console/PC, Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing