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March 27, 2015
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March 27, 2015
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Updates » Production
Postmortem: Deck13 Interactive's Lords of the Fallen Exclusive 7
by Jan Klose, Thorsten Lange [02.12.15]
Lords of the Fallen from developer Deck13 launched on next-gen consoles and PC, where it shot to the top of the Steam charts. There were successes for the Demon's Souls-inspired game, but they didn't come easy.
Console/PC, Design, Production, Exclusive

Get a job: Blizzard is hiring an Art Director for Diablo III 1
by Staff [02.11.15]
Got some art chops and leadership experience? Blizzard is looking for someone like you to serve as an Art Director on Diablo III alongside the team in the company's Irvine, CA headquarters.
Console/PC, Art, Production, Recruitment

Don't Miss: Early Access devs on selling a game before it's 'done' Exclusive 10
by Kris Graft [02.11.15]
These days, some of the most successful games out there aren't even out yet. Developers engaged in notable paid alpha campaigns share valuable advice in this classic roundtable Q&A.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Video: How you should harness your players as a QA resource  
by Staff [02.11.15]
Crowdsourcing researcher Jedrzej Czarnota details some advanced QA approaches as part of the GDC 2014 QA Summit, and offered developers practical advice on how and why to implement them.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video, Vault

Make time to attend the standout #1ReasonToBe panel at GDC 2015  
by Staff [02.11.15]
GDC 2015 officials welcome the return of one of the conferenceís most popular sessions: the #1ReasonToBe panel, a rapid, fun microtalk-style celebration and exploration of what it means to be a woman in games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

How to cut food from your indie game budget: A Soylent experiment 26
by Gamasutra Community [02.11.15]
Hyped in the tech community, Soylent is a meal replacement shake that's cost-efficient -- and in this post, San Francisco indie dev Dylan Jones writes up his experiences of experimenting with it for two weeks.
Indie, Production

How do you choose the consoles you release on? A publisher's advice  
by Gamasutra Community [02.11.15]
"The decision to release on a certain console is something you should only make after you reach out to every major platform holder and get them to take a look at your game." This, and much more advice, inside.
Console/PC, Indie, Production, Business/Marketing

Game Design Deep Dive: The save system of Alien: Isolation Exclusive 11
by Gary Napper [02.11.15]
How going "old-school" with game saves -- they're manual! -- created a sorely-needed sense of tension in Creative Assembly's first-person horror-shooter Alien: Isolation.
Console/PC, Programming, Design, Production, Exclusive, Deep Dive

Peter Molyneux in the hotseat over Godus promises 23
by Christian Nutt [02.10.15]
The storied, award-winning designer and former Microsoft executive is finding that working for Kickstarter backers and Early Access fans presents challenges he never anticipated.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing, Video

Why having 'something to lose' helps you create better games Exclusive 16
by Leigh Alexander [02.10.15]
At a recent festival in Belgium, Adriaan de Jongh talked about the recent closure of his studio -- and how a stable, comfortable environment for dev teams may actually inhibit risky, experimental work.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production, Exclusive

See how Clash of Clans was made at GDC 2015  
by Staff [02.10.15]
At GDC 2015, Clash of Clans developer Jonas Collaros will speak frankly about the goals, challenges and pitfalls Supercell encountered across three "eras" of the hit game's development.
Smartphone/Tablet, Design, Production, Business/Marketing, GDC

How Portal 2 inspired our custom-made 3D level editor 4
by Gamasutra Community [02.10.15]
Taking inspiration from Portal 2, these devs created a powerful but simple-to-use level editor that still allows for the flexibility they need. Find out how.
Console/PC, Indie, Design, Production

Steam Inventory: Now your game can offer persistent, tradable items to players 4
by Christian Nutt [02.09.15]
Valve's increasing feature-set for virtual itemization for third-party Steam developers expands with the Steam Inventory Service beta, which can power that functionality in your game.
Console/PC, Indie, Design, Production, Business/Marketing

Call for blogs: Nordic Game Jam participants, let's hear from you!  
by Christian Nutt [02.09.15]
Another successful game jam means another opportunity to write about your experiences and share them with your peers -- and hopefully enrich the jamming culture and their skillsets with your expertise.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production

Scene art workflow shootout: 2D vs. 3D 1
by Gamasutra Community [02.09.15]
"My point is, in terms of graphic quality, the products of these two methods are just DIFFERENT, we canít say one is superior than another. Itís only up to the preference of the developers, the publishers and players."
Social/Online, Smartphone/Tablet, Art, Production

Video: Is it worth it to localize your indie game?  
by Staff [02.09.15]
Speaking at GDC 2014, an indie developer and a game localizer team up to break down some key localization points indies should know, like: how much does it cost? Is it worth it? How do you do it?
Indie, Production, Video, Vault

Going full-in on 4X strategy as an indie dev 3
by Gamasutra Community [02.09.15]
An ex-Paradox developer branches out on his own, to fulfill a dream: "Overreaching and trying to do too much is one of the easiest traps to fall into as a game developer, so we were very ruthless in our design."
Indie, Design, Production, Business/Marketing

Tips and plans from four devs who jammed real hard at the Global Game Jam  
by Gamasutra Community [02.09.15]
"All these goals make us think of the game jam submission as more of a prototype than an alpha build. This approach will allow us to remain flexible and innovative, rather than trapped in what we made in 48 hours."
Indie, Production

Video: Back to the future of QA in game development  
by Staff [02.06.15]
QA experts from Blizzard, Riot, Microsoft, Sony and more share lessons learned and offer advice on doing QA on everything from eSports to Early Access games at GDC 2014.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video, Vault

Lessons from learning Git during Global Game Jam  
by Gamasutra Community [02.06.15]
A whirlwind tour of Git boiled down into useful lessons. "And through this trial by fire of learning the lessons, I feel comfortable enough to start using Git as a source control for my future projects."
Console/PC, Indie, Programming, Production