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May 27, 2017
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Updates » Production
Don't Miss: The challenges and rewards of designing local multiplayer games 12
by Phill Cameron [04.17.17]
We talk to the developers of Super Pole Riders, Overcooked and Spaceteam about the appeal of developing a local multiplayer game, and the benefits over taking your game online.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production

Video Game Deep Cuts: Hearthstone's Zero Dawn Shodown  
by Gamasutra Staff [04.16.17]
This week's VGDC highlights include the making of a Hearthstone card, a couple of neat Horizon: Zero Dawn video pieces, and behind the scenes on seminal 2D fighting game Samurai Shodown.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Double Fine founder Tim Schafer has some advice for indie devs  
by Alissa McAloon [04.14.17]
In an interview with Glixel, Tim Schafer talks about setting your own milestones, the allure of difficult games and why he warns every indie dev he meets that "shipping games sucks."
Console/PC, Indie, Design, Production

What does Scorpio mean for developers? Gamasutra staff weighs in 4
by Gamasutra staff [04.14.17]
"What we're seeing is a major console maker acknowledging that the PC, more than the PlayStation or the Switch, is its primary competitor right now."
Console/PC, Production, Business/Marketing

Blog: Creating a game that appeals to Youtubers 4
by Gamasutra Community [04.13.17]
A blog post detailing our experiences as we attempted to create a game that would appeal directly to Youtubers.
Design, Production

Slow Game Jam aims to fuel creativity by canning crunch
by Chris Kerr [04.12.17]
"The jam was anti-crunch, asking jammers to relax and allow themselves to be playful and creative. To begin, we asked them to imagine they were musicians in a living-room, jamming a tune together."
Programming, Design, Production

Blog: It all starts with pens, papers and scissors
by Gamasutra Community [04.12.17]
Here is a brief presentation of how we are prototyping the gameplay and the graphical part of our current game, Swim Out.
Design, Production

Inside the next Xbox: Project Scorpio and its brand-new dev kit Exclusive 7
by Alex Wawro [04.12.17]
In which Gamasutra goes to Microsoft, takes an in-depth look at the Project Scorpio dev kit and sits down to chat with Xbox chief Phil Spencer and other folks involved with its design.
Console/PC, Design, Production, Business/Marketing, Exclusive

Video: Storytelling is a team sport! A guide to game dev collaboration 1
by Staff [04.11.17]
At GDC 2017, Eidos Montreal's Rayna Anderson and Insomniac Games' Ryan Benno explain how to pinpoint problem areas between dev departments in advance -- before your team has a crisis of collaboration.
VR, Console/PC, Smartphone/Tablet, Indie, Production, Video, Vault

Don't Miss: Yooka-Laylee devs break down how game design has changed since the N64 era 1
by Staff [04.11.17]
Playtonic Games' Yooka-Laylee is a spiritual successor to Banjo-Kazooie made by ex-Rare devs who worked on that 1990s classic. We asked them what's changed about game design since the N64 era.
Console/PC, Indie, Programming, Art, Audio, Design, Production

What impact is outsourcing having on the video game industry?
by Chris Kerr [04.11.17]
Why are more and more game companies outsourcing work, and what does that mean for those workers chasing stability and security in an industry that's now worth $75 billion? 
Production, Business/Marketing

Blog: A postmortem of dark VR fantasy, The Gallery: Call of the Starseed
by Gamasutra Community [04.11.17]
A postmortem of The Gallery - Episode 1: Call of the Starseed, and its long journey of VR game development, from the Oculus DK1 to the HTC Vive.
VR, Programming, Design, Production

Video: Devs deconstruct their own outdated advice for indies  
by Staff [04.10.17]
At GDC 2017, a handful of notable indie game developers (including Lisa Brown, Dan Cook, and Rami Ismail) bravely take the stage and explain why they were wrong; everything is different now.
Indie, Design, Production, Business/Marketing, Video, Vault

Don't Miss: How Bloodline Champions became Battlerite 1
by Peter Ilves [04.10.17]
"Instead of investing resources into trying out new game mode ideas, we took the best pieces from Bloodlines Champions and iterated, iterated and iterated."
Console/PC, Indie, Programming, Design, Production, Business/Marketing

Blog: How the Owlboy team escaped the office and discovered the world 2
by Gamasutra Community [04.10.17]
In this post, I'll touch on how to prepare, fund, and maintain your appearance as an self-published indie while taking a development road trip through the states in a tiny Kia Sportage.
Production, Business/Marketing

Sponsored: What to think about when choosing a VCS for game development 8
by Jacek Materna, CTO, Assembla [04.10.17]
Github has done a phenomenal job at making Git the law of the land. But when it comes to version control systems, Git is not always the right answer.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Sponsored Article

Blog: Turning ordinary game design into something extraordinary - Part 2
by Gamasutra Community [04.10.17]
Part two of my Game Details series. Discussing how to take the conventional and making it into something better.
Design, Production

Video Game Deep Cuts: Thimbleweed Park's Cryogenic RimWorld  
by Gamasutra Staff [04.09.17]
This week's Video Game Deep Cuts longform article/video highlights include the art behind Thimbleweed Park, the rise of RimWorld, and much, much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Video: Naughty Dog's guide to the future of game art production 3
by Staff [04.07.17]
Photogrammetry. Neural networks. VR/AR. Naughty Dog lead technical artist Andrew Maximov speaks at GDC 2017 about what a video game art production pipeline will likely look like 10 years from now.
Console/PC, Art, Production, Video, Vault

Blog: Growing procedural plants in Antegods
by Chris Kerr [04.06.17]
In this blog post, our programmer TJ will share his experiences in creating a tool to procedurally generate plants for the ever changing worlds of Antegods.
Programming, Production