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August 29, 2016
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August 29, 2016
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Updates » Production
Blog: Testing for game development 2
by Chris Kerr [07.27.16]
"It doesn't matter what language, engine, API or platform you use. It doesn’t matter how many games you’ve made or plan on making or even the size of your games. This article is for you"
Production

Rad adds newer, faster game data compressors to its Oodle offerings  
by Alex Wawro [07.26.16]
Fun names alert: RAD Game Tools has updated its Oodle library of data compression tools for game developers with two new compressors, Selkie and Mermaid, that are faster than Oodle's extant Kraken.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Production

Don't Miss: Drugs, randomness, and moral grey areas in We Happy Few 6
by Joel Couture [07.26.16]
Now that the game is out on Early Access, take a moment to read our chat with Compulsion Games' creative director Guillaume Provost about We Happy Few's intriguing design and development.
Indie, Programming, Design, Production

Blog: A pre-launch view of my mistakes when developing my first game 10
by Gamasutra Community [07.26.16]
Australia-based independent game developer Christian Hodges breaks down what he thought could've gone better with the creation of his first game, A-Maze-Ing Runner
Indie, Design, Production, Business/Marketing

Don't Miss: Games from the trash -- A history of the TRS-80 28
by Dale Dobson [07.25.16]
In this timeless retrospective, Gamasutra pays homage to a system beloved by many but mostly forgotten by everyone else -- except for the game developers who learned on it, or are inspired by it.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

At GDC Europe, get tips on being more creative with your backend tech  
by Staff [07.25.16]
With GDC Europe 2016 just weeks away, know that conference officials have lined up a great session from Playfab's Mark Val about all the ways you can creatively improve your games' backend ecosystems.
Console/PC, Indie, Production, GDC Europe

Blog: Assassin's Creed and the importance of cutting features 2
by Gamasutra Community [07.22.16]
Using Assassin's Creed: Revelations as a guiding example, Ubisoft's Stanislav Costiuc examines how cutting features from a game can actually make it a better experience.
Console/PC, Design, Production

Developers provide their [spoiler-free] take on Inside 4
by Joel Couture [07.22.16]
"Inside is the most traumatic game experience I've had. But that's exactly why I find it incredible. The game is the perfect compilation of all of my deepest fears."
Console/PC, Indie, Art, Design, Production, Video

Get a job: Cryptic Studios is looking for Producers  
by Staff [07.21.16]
The Star Trek Online dev is currently hiring producers to work closely with programmers and artists at Cryptic's Los Gatos, CA office to make sure everything comes together smoothly.
Social/Online, Production, Recruitment

Video: Dipping into Ink, 80 Days' narrative scripting language  
by Staff [07.21.16]
Inkle cofounder Joseph Humfrey takes the stage at GDC 2016 to explain how the studio's open-source narrative scripting language Ink works, and how it was used to create games like 80 Days and Sorcery!.
Indie, Design, Production, Video, Vault

Don't Miss: No consoles for old men - Ageism in the game industry 89
by Gamasutra Community [07.21.16]
"I was struck by irony of having several of my games considered being among the best of their time, and yet no game studio or publisher seemed willing even to give me a phone interview."
Console/PC, Production, Business/Marketing

GDC 2017 announces call for submissions  
by Staff [07.21.16]
Heads up game devs: GDC 2017 officials have opened the annual Call for Papers for the GDC 2017 Main Conference, from now through August 18th.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Sponsored: Mirror's Edge Catalyst - Shattering the Norm 1
by Autodesk [07.20.16]
You may not be ready to run, jump and leap across buildings, but EA DICE's Mirror's Edge Catalyst allows you to unleash your inner Faith Connors and experience the next best thing.
Production, Business/Marketing, Sponsored Article

Embedded, not outsourced: Hitman devs share collaboration tips at GDC Europe  
by Staff [07.20.16]
At GDC Europe next month, Io-Interactive's Markus Friedl and Mi'pu'mi Games' Gregor Eigner will showcase how a remote collaborator can do more than outsourcing work: it can act as an embedded team.
Social/Online, Production

SDKBOX brings Google Play Games Services to Coco2d-x  
by Chris Kerr [07.20.16]
"As we expand the breadth of features available for developers to engage and retain their players, Google Play's Game Services SDK was a natural fit for our platform."
Smartphone/Tablet, Production, Business/Marketing

ADD and game dev part 1: Making games when you struggle with a hyper mind 12
by Gamasutra Community [07.20.16]
Writer and game developer Nathan Meunier explores what it's like inside the mind of someone who makes games and suffers from severe attention deficit disorder.
Production

How Fundbetter devs stretch the boundaries of story-driven games  
by Bryant Francis [07.20.16]
We sat down with the developers funded by Failbetter Games' Fundbetter program for their thoughts on what it takes to create strong interactive fiction.
Console/PC, Indie, Design, Production

When you know your game isn't done -- and you ship it anyway 1
by Alex Wawro [07.19.16]
In a new interview War for the Overworld lead Josh Bishop tells Eurogamer why the game was shipped in an unfinished state, even though the devs knew it wasn't ready and would have liked to delay it.
Indie, Production, Business/Marketing

Report: Google halts development on standalone VR headset 1
by Bryant Francis [07.15.16]
Recode reports that Google has abandoned its efforts at producing a standalone VR headset, choosing to focus on its recently announced mobile VR platform Daydream.
VR, Production

Blog: Pricing pixel art (or, 'Where can I get free pixels?!') 6
by Gamasutra Community [07.15.16]
Choosing pixel art seems to be the remedy for every tight game production budget. Here's some advice to producers and artists alike on what to expect when budgeting for pixel art.
Art, Design, Production