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July 24, 2016
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July 24, 2016
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Updates » Production
City management, mayhem and Sid Meier's wisdom: Making Civilization VI 2
by Alex Wawro [06.21.16]
6 years on, Firaxis is preparing to ship Civilization VI. Here, producer Dennis Shirk reveals how the game's design incorporates everything from Sid Meier's 33/33/33 rule to a novel "Mayhem" mechanic.
Console/PC, Design, Production, E3

Ex-Ubisoft devs' crowdfunded game ReROLL cancelled without warning  
by Bryant Francis [06.20.16]
Montréal-based studio Pixyul cancels crowdfunded game ReROLL, leaves backers with only a key for its Steam Early Access game.
Console/PC, Production, Business/Marketing

Video: Making Hellblade, Ninja Theory's indie game with AAA values  
by Staff [06.20.16]
How does a team of 15 work to create a game with AAA production standards? British indie studio Ninja Theory is figuring that out, as cofounder Tameem Antoinades explains in this GDC Europe 2015 talk.
Indie, Production, Video

80 Days dev debuts Inky, an editor for its Ink scripting language  
by Alex Wawro [06.20.16]
The folks at Inkle Studios, best known for interactive fiction games like 80 Days  and Sorcery!, have released a new editor, Inky, to aid developers working with their Ink scripting language.
Console/PC, Smartphone/Tablet, Production

Xenoblade dev Monolith Soft co-developing The Legend of Zelda: Breath of the Wild 5
by Chris Kerr [06.20.16]
In order to perfect its open-ended version of Hyrule, Nintendo has enlisted the help of Monolith Soft, the team behind open-world action RPG, Xenoblade Chronicles.
Console/PC, Production, E3

What devs at E3 were saying about Project Scorpio and PlayStation Neo 4
by Bryant Francis [06.20.16]
At E3, we spoke to developers about the prospects of developing for the new upgraded consoles from both Microsoft and Sony.
Console/PC, Programming, Production, Business/Marketing, E3

Daybreak shuts down servers for Planetside 1, Legends of Norrath  
by Bryant Francis [06.17.16]
Daybreak Game Company, formerly Sony Online Entertainment, will be shutting down two of its older titles due to "evolving business needs."
Console/PC, Production

Mafia 3 and the value of putting game developers in a box 1
by Alex Wawro [06.17.16]
Sometimes, maybe the best thing you can do as a developer is box yourself in. That's one takeawy from this chat with Hangar 13's Haden Blackman about lessons learned in making a new Mafia game.
Console/PC, Design, Production, E3

Xbox One mouse and keyboard support only 'months away' 3
by Chris Kerr [06.15.16]
"When we enable PC and mouse on console it'll be interesting to see how many of those creators think about running their PC and mouse-only game on console."
Console/PC, Production, E3

Blog: How Unity and Ink are helping us build a narrative game 1
by Gamasutra Community [06.15.16]
Narrative-focused games can be a tough challenge. Using Excel should no longer be your first option when writing dialogues.
Design, Production

Postmortem: Dinosaur Polo Club's Mini Metro Exclusive 8
by Peter Curry [06.15.16]
"I initially saw Mini Metro as an opportunity to have an iPad app under my belt and a little pocket money. My brother Peter saw it as potentially leading to a career as an independent game developer."
Console/PC, Indie, Audio, Design, Production, Business/Marketing, Exclusive, Video

Siri Remote support no longer mandatory as Apple changes tvOS dev rules 1
by Chris Kerr [06.14.16]
"When designing a tvOS game, you may require the use of an MFi game controller, but where possible you should also support the Siri Remote."
Smartphone/Tablet, Production

Beyond the pitch: Getting your team engaged and excited about a game dev project 1
by Gamasutra Community [06.14.16]
Game industry professionals weigh in on specific ways you can lead your team to success, in this continuation of the Games Outcomes Project.
Production, Business/Marketing

Blog: What does $1 million buy in game development? 7
by Gamasutra Community [06.14.16]
A million dollars seems like a lot of money, but what does it really buy?  To explain the answer, I'm going to use a widely reviled concept: the man-month.
Production, Business/Marketing

Postmortem: Paradox Development Studio's Stellaris 4
by Henrik Fåhraeus & Rikard Åslund [06.14.16]
Game director Henrik Fåhraeus and project lead Rikard Åslund take us through the making of Paradox Development Studio's epic 4X space strategy game Stellaris
Console/PC, Indie, Programming, Art, Design, Production, Video

Blog: Don't quit - take a risk! 2
by Gamasutra Community [06.13.16]
"One year ago, Mighty Rabbit Studios faced a complete shutdown. Taking one crazy risk, they were able to come back from the brink of closure."
Programming, Production, Business/Marketing

Bethesda announces resurrection of long-delayed sequel to Prey 4
by Bryant Francis [06.12.16]
Bethesda announces long-delayed sequel to Prey, previously in development at Human Head studios, now in the hands of Arkane Studios.
Console/PC, Production, Business/Marketing, Video, E3

EA emphasizes eSports, announces charity initiative during EA Play 1
by Bryant Francis [06.12.16]
Electronic Arts announces a new charity initiative and expansions to its tournament system while showing off new games at EA Play.
Production, Business/Marketing, E3

EA announces indie partnership program 2
by Bryant Francis [06.12.16]
At E3 today, EA announced plans to partner with small developers on original games, promising to deliver all profits over to the developer.
Indie, Production, Business/Marketing, Video, E3

How Will Wright and SimCity shaped the course of game dev history  
by Alex Wawro [06.10.16]
In a new Digital Antiquarian blog video game history buff Jimmy Maher runs down how Will Wright's upbringing led him to create SimCity -- and how it went on to shape generations of game developers.
Console/PC, Production, History