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May 3, 2016
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May 3, 2016
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Updates » Production
Video: Game industry all-stars reflect on 30 years of making games  
by Staff [04.05.16]
From Chris Crawford to Palmer Luckey, game industry luminaries reflect on how game development has changed in the past 30 years in this special "Flash Backward" at the 30th edition of GDC this year.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

GDC & VRDC 2016 talks are now available to watch on the GDC Vault!  
by Staff [04.05.16]
Game Developers Conference officials are happy to announce that the many talks and presentations delivered by game industry notables last month at GDC 2016 are now available to watch on the GDC Vault!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Vault, GDC

Sony staffer crafts custom PS4 gamepad for player with cerebral palsy 1
by Alex Wawro [04.05.16]
A PlayStation 4 owner in New Jersey who lives with cerebral palsy recently received a custom DualShock 4 gamepad that had been modified by a PlayStation employee to match the player's unique needs.
Console/PC, Production

Classic Postmortem: Gas Powered Games' Dungeon Siege GDMag Exclusive 3
by Bartosz Kijanka [04.05.16]
The PC RPG turns 14 today. Bartosz Kijanka of Gas Powered Games contributed this in-depth postmortem of Dungeon Siege to Game Developer magazine soon after its release.
Console/PC, Art, Design, Production, History, GD Mag Exclusive

Video: Behind the scenes of designing music and sound for Hohokum  
by Staff [04.04.16]
In a talk at GDC 2015, Sony Santa Monica's David Collins and Mike Niederquell talked at length about how they worked to iterate the sound design of the idiosyncratic game Hohokum with its developers.
Console/PC, Indie, Audio, Design, Production, Video

Video: How Klei found success with an anti-social game: Don't Starve 2
by Staff [04.01.16]
Speaking at GDC 2014, Klei's Kevin Forbes shares lessons learned from developing a polarizing game -- and how you can apply those lessons to find and foster the audience that will love your game.
Console/PC, Indie, Design, Production, Video, Vault

To build a new Baldur's Gate, Beamdog had to reverse-engineer the original  
by Alex Wawro [04.01.16]
After more than a decade, there's a new Baldur's Gate game out this week -- sort of. In a chat with Kotaku, Beamdog opens up about how & why it reverse-engineered the original to build fresh content.
Console/PC, Production

Maybe it's time to kill your game and move on: Supercell on cutting its losses 14
by Kris Graft [04.01.16]
Supercell is super-good at failing at making successful games. Yet when the company does make a hit, it hits big.
Smartphone/Tablet, Design, Production

Reminder: GDC Europe 2016 call for talks closes on Friday!  
by Staff [03.31.16]
Just a quick reminder that the call for submissions to present lectures and panel sessions at the Game Developers Conference Europe in August ends tomorrow: Friday, April 1st, at 11:59 PM Pacific.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Dwarf Fortress: Figuring out how to simulate the universe, one step at a time  
by Christian Nutt [03.31.16]
"If I could push a button and make it happen I would do it, but since you have to prioritize it’s like we’re more on a crusade to put the narratively interesting parts of the world. We don’t care about atoms and stuff."
Console/PC, Indie, Design, Production

Using retail Xbox Ones as dev kits comes with significant caveats 2
by Alex Wawro [03.31.16]
Now that any retail Xbox One to be used as a dev kit, Microsoft has laid out the system resources available for Universal Windows Platform apps & games running on Xbox One -- and they're a bit meager.
Console/PC, Production

Don't Miss: Lessons CCP learned from EVE Online's player council 7
by Alexander Gianturco [03.31.16]
In this classic feature, EVE Online player Alexander "The Mittani" Gianturco examines the ups and downs of having a player council in your game who can advocate directly to the dev team.
Console/PC, Social/Online, Design, Production

Reminder: You have one day to apply to the Stugan dev accelerator camp 1
by Alex Wawro [03.30.16]
Pitched as "game dev summer camp", the Stugan accelerator is calling for applicants to its second game-making program, which will see 20 devs spending 8 weeks making games in a cabin in Sweden. Applications close March 31.
Indie, Production, Business/Marketing

Why we went for a sequel, even if the original was not a hit 4
by Gamasutra Community [03.30.16]
"Our findings confirm that there is enough players for high-quality card-battler games that f2p business model for our game would make sense. CCG space is not (yet) filled up with games that sound and taste similar to each other."
Smartphone/Tablet, Indie, Production, Business/Marketing

Any retail Xbox One can be used as dev kit starting now 9
by Kris Graft [03.30.16]
UPDATED: At Microsoft’s Build Conference this morning, the company said it will soon deliver on a promise made even before Xbox One’s launch – to allow devs to use any Xbox One as a dev kit.
Console/PC, Production

How The Church in the Darkness turns real events into a dynamic story 3
by Bryant Francis [03.30.16]
We found out how Richard Rouse III's The Church in the Darkness uses a chapter from history--1970s cult communities--and a little randomness to drive a dynamic narrative.
Indie, Design, Production, Video

Video: Animal Crossing: Turning a New Leaf  
by Christian Nutt [03.29.16]
In this 2014 talk, Animal Crossing: New Leaf producer Katsuya Eguchi and director Aya Kyogoku discuss the different approaches they tried in order to develop ideas that would take advantage of the environments surrounding players.
Console/PC, Design, Production, Video

The challenges of localizing a typing game 3
by Gamasutra Community [03.29.16]
"You get to type a lot of words, in fun, varied ways, so we end up with a lot of text content. We don’t just use random words. That makes the translation work crucial for the experience of the non-english speaking players."
Console/PC, Indie, Production, Business/Marketing

Ubisoft opening triple-A production studio in the Philippines  
by Chris Kerr [03.29.16]
The Assassin's Creed creator will aim to hire up to 50 new people in the studio's first year, and will task its new team with collaborating and assisting with the development of its triple-A console releases. 
Console/PC, Production, Business/Marketing

The secrets of Oculus Rift's design: 'If it seems broken,' it's broken 1
by Christian Nutt [03.28.16]
"“It should be easier to use a Rift than to make an email address. People are willing to deal with a download or a progress bar; what they mind is when there’s a problem they can’t figure out."
VR, Production, Business/Marketing