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February 11, 2016
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February 11, 2016
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Updates » Production
Road to the IGF: Question's The Magic Circle Exclusive 4
by Alex Wawro [01.15.16]
Road to the IGF 2016 continues as Question's own Stephen Alexander, Kain Shin and Jordan Thomas chat with Gamasutra about The Magic Circle, the IGF award-nominated game that lampoons game development.
Indie, Programming, Design, Production, Business/Marketing, Exclusive, IGF

Don't Miss: How Capcom tackled Western fantasy with Dragon's Dogma 5
by Christian Nutt [01.15.16]
In this 2011 chat, Dragon's Dogma director Hideaki Itsuno & producer Hiroyuki Kobayashi talk about how the team that made Devil May Cry 4 ended up on a road inspired by Lord of the Rings.
Console/PC, Design, Production, Business/Marketing

Mixing mind control and stealth in Tidal Affair: Before the Storm  
by Joel Couture [01.15.16]
Vancouver studio Overcurfew discuss how they designed and balanced a stealth game in which the hero can manipulate enemies with her mind.
Indie, Design, Production, Video

The tale of developing top-5 Ludum Dare entry Mobsferatu  
by Gamasutra Community [01.14.16]
"We spent three days working a lot of extra hours on a side project and it was really worth it: not only because we loved what we had achieved, but also because we are the 5th game in the Overall category!"
Indie, Programming, Design, Production

Don't Miss: How 2 Torchlight devs learned new tricks making Rebel Galaxy 2
by Alex Wawro [01.14.16]
Last year veteran devs Erich Schaefer (Diablo) and Travis Baldree (Fate) shipped a successful old-school Elite-esque space game with the help of Twitch, the Unity Asset Store and a kickass soundtrack.
Indie, Design, Production, Business/Marketing

Road to the IGF: Hanako Games' Black Closet  
by Alex Wawro [01.14.16]
Gamasutra kicks off its 2016 Road to the IGF series of interviews with IGF award-nominated devs by chatting with Georgina Bensley about her remarkable schoolgirl noir mystery game Black Closet.
Indie, Art, Design, Production, IGF

Beta testing your game, finding success in criticism 2
by Gamasutra Community [01.14.16]
"Looking back, Iím really glad that we had the first Beta and plan to do more in the near future. Getting feedback has really been crucial in the development process."
Console/PC, Smartphone/Tablet, Indie, Production

People, time and money: How much should QA take? 2
by Gamasutra Community [01.14.16]
Babel Media's functionality QA director, Mathieu Lachance: "Project planning is one of the most crucial and difficult steps of a videogame development project. With this entry Iíll share a couple tips and techniques my team and myself use."
Console/PC, Smartphone/Tablet, Production

Lessons learned from porting indie games onto arcade cabinets 2
by Joel Couture [01.13.16]
'Players approach arcade games with different expectations. Play times are shorter, complexity is lower. But difficulty is high, and players laugh at their failures instead of getting frustrated.'
Indie, Design, Production

5 game dev lessons learned by Sunless Sea's producer 3
by Gamasutra Community [01.12.16]
"Donít worry if you donít have a step-by-step guide to your future. If youíre intellectually omnivorous and find a company you like, youíll fall into a good place naturally."
Console/PC, Indie, Production

Tim Schafer's advice on managing teams and more from the Psychonauts 2 AmA 2
by Christian Nutt [01.11.16]
"I think giving them freedom makes for a more skilled team which makes for a better product and means more money, hopefully."
Console/PC, Indie, Production, Business/Marketing

5 things I've learned from working in the game industry 5
by Gamasutra Community [01.11.16]
A quick list of insights into game creation from a Liam Welton, Director of Game Development at Failbetter Games (Sunless Sea): short, practical, and helpful.
Console/PC, Indie, Design, Production

Here be dragons: Witcher 3 devs share game design advice at GDC  
by Staff [01.11.16]
With GDC coming up fast, conference officials highlight a great GDC 2016 talk about all the lessons CD Projekt Red learned while designing and coding The Witcher 3: Wild Hunt.
Console/PC, Programming, Production, GDC

Q&A: Prominence, an indie adventure game 9 years in the making 1
by Konstantinos Dimopoulos [01.11.16]
'Prominence was developed while the studio was concurrently doing client work. Some weeks only saw 10 hours of Prominence time, while other weeks would get 40 hours or more.'
Indie, Design, Production, Video

The long process of making indie multiplayer game Depth 4
by Gamasutra Community [01.08.16]
"Depth has been an incredible journey. The game is still going strong which seems to increasingly a rare thing for indie multiplayer games these days. It's been a roller coaster ride and one I would repeat again!"
Console/PC, Indie, Production

Half-Life writer Marc Laidlaw leaves Valve after 18 years 3
by Chris Kerr [01.08.16]
Half-Life scribe Marc Laidlaw has confirmed to Gamasutra that he has left Valve Software.
Console/PC, Production

8 tips to survive a game jam (and make a good game!) 5
by Gamasutra Community [01.08.16]
"After working on a game Friday - Saturday and scrapping it ... I decided to give it one last shot. In the end, I made a pretty fun game I was very proud of. Here are some tips to survive doing the Ludum Dare in 5 hours."
Indie, Production

Don't Miss: Designing the original X-COM: UFO Defense 1
by Staff [01.07.16]
With Firaxis' XCOM 2 on the horizon, look back at the director of 1994 hit X-COM: UFO Defense sharing the story of designing the seminal tactical strategy sim in this free video.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Hone your artistic vision at the GDC 2016 Art Direction Bootcamp  
by Staff [01.06.16]
GDC 2016 organizers highlight a few more informative bootcamp sessions taking place at the March conference.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Production, GDC

How we finished our game on time 1
by Gamasutra Community [01.06.16]
"When is it time to call it quits, when do you decide when your game is finished? Well, not by working till you think it's perfect, because it will never be perfect."
Indie, Production