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August 29, 2016
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August 29, 2016
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Updates » Production
Designing a production process: Part 2 11
by Gamasutra Community [07.15.16]
Part 2 of a 3-part series where I break down our production process on Star Wars: First Assault, which was designed using an iterative production methodology developed by Jeff Morris.
VR, Console/PC, Social/Online, Smartphone/Tablet, Production

Surviving and thriving as a game developer with chronic illness 8
by Alex Wawro [07.15.16]
Gamasutra chats with a few developers from different backgrounds who live with different chronic health conditions to talk about how it shapes their lives and life’s work in the game industry.
Console/PC, Indie, Production

Survey: Vive, PSVR dev interest rises sharply in Europe  
by Staff [07.14.16]
The 2016 GDC Europe State of the Industry report shows increased interest in VR as a whole, and a notable jump in developers working on the HTC Vive.
VR, Production

Video: How Remedy rewrote its engine tech to make Alan Wake  
by Staff [07.14.16]
In this 2011 GDC talk, Remedy's Markus Maki and Olli Tervo break down the technical challenges of building Alan Wake and offer lessons for programmers working on game engines for large titles.
Console/PC, Programming, Production, Video, Vault

Don't Miss: Breaking the NES for Shovel Knight 21
by David D'Angelo [07.14.16]
With Nintendo catering to NES nostalgia via the NES Mini, it's a good time to look back at this classic post from Yacht Club about how they (mostly) abided by the NES' limits in making Shovel Knight.
Console/PC, Indie, Programming, Art, Audio, Design, Production

Blog: White-boxing your game 3
by Gamasutra Community [07.14.16]
A run-down of white-boxing your video game, from former Mojang and Paradox developers at Swedish game studio Midnight Hub.
Design, Production

What it took to make the 2009 Ghostbusters video game 3
by Bryant Francis [07.13.16]
It turns out making a video game out of Ghostbusters may be as hard as trying to run a small business dedicated to investigating and exterminating paranormal activity.
Console/PC, Production

Get a job: Disruptor Beam needs a Community Manager  
by Staff [07.13.16]
The makers of Star Trek Timelines need a community manager to seek out new life and new civilizations.
Smartphone/Tablet, Production, Recruitment

At GDC Europe, learn to use live events to amp up your mobile game  
by Staff [07.13.16]
At GDC Europe Space Ape Games cofounder Simon Hade will show you how you can sustain and grow your mobile game through live ops -- without tying up a lot of talent.
Smartphone/Tablet, Production, Business/Marketing, GDC Europe

Platinum Games exec says studio needs own IP to gain true independence  
by Bryant Francis [07.12.16]
Platinum Games cofounder Atsushi Inaba tells UsGamer that the company's licensed games push is a short-term business model, and it'll need to produce original game ideas in order to succeed.
Console/PC, Production, Business/Marketing

Blizzard casts silence on abusive World of Warcraft players 1
by Bryant Francis [07.12.16]
Blizzard's new silencing tool will prevent abusive players from participating in open chat channels, as well as some of World of Warcraft's other key social features.
Console/PC, Production

Don't Miss: How Blizzard designs and animates Overwatch heroes  
by Staff [07.12.16]
Overwatch has its first new hero today with the release of support sniper Ana, so it's a good time to look back at this talk from Blizzard's David Gibson on how Overwatch heroes are designed/animated.
Console/PC, Art, Design, Production

Rocket League adding loot crates but won't support third-party gambling  
by Bryant Francis [07.11.16]
Psynoix confirmed that unlockable loot crates are on the way for the rising eSport game, but they don't aim to replicate Valve's crate system.
Console/PC, Production, Business/Marketing

Pokémon Go international release delayed due to server issues 5
by Bryant Francis [07.08.16]
Niantic's John Hanke tells Business Insider that the rollout is "paused" as the company works to resolve connection errors that have plagued Pokémon Go since launch.
Smartphone/Tablet, Programming, Production

PlayStation exec Adam Boyes announces departure from company  
by Bryant Francis [07.07.16]
Playstation's VP of third-party relations told Twitter followers he'd be stepping down from PlayStation for a return to the world of indie game development.
Console/PC, Indie, Production, Business/Marketing

Blog: 7 tips for 7-day game jams 3
by Gamasutra Community [07.07.16]
Game jams are tough, especially when they're in a timebox. Allocate time, prepare, and stay calm for an intense week of raw game development with seven tips for jamming.
Indie, Production

A developer's journey to create 100 games in five years 10
by Joel Couture [07.07.16]
James Earl Cox III, a student in USC's Interactive Media & Games division, set an ambitious goal for himself: over the next five years, he would develop one hundred games.
Indie, Design, Production

Source code for Lucasfilm Games' '80s MMO Habitat released  
by Bryant Francis [07.06.16]
After years of effort, the source code of the first graphical MMO from Lucasfilm Games has been restored and uploaded on Github.
Console/PC, Programming, Production

Don't Miss: The secret history of Donkey Kong 9
by Travis Fahs [07.06.16]
As we reach the 35th anniversary of the game that helpd kickstart Shigeru Miyamoto's career, look back at Donkey Kong's complex history of secret development contracts and protracted legal battles.
Console/PC, Programming, Art, Audio, Design, Production

Reminder: Submit your VRDC talk proposals by Friday!  
by Staff [07.06.16]
Heads up: The call for submissions to present talks, roundtables, and panel sessions for the first-ever standalone Virtual Reality Developers Conference ends this Friday, July 8th at 11:59 PM Pacific.
VR, Programming, Art, Audio, Design, Production, Business/Marketing