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May 29, 2015
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Updates » Production
Video: How BioWare built enough content to fill The Old Republic  
by Staff [04.17.15]
At GDC Online 2011, BioWare's Georg Zoeller uses Star Wars: The Old Republic to explain how spatial analysis can be used to support a rapid content iteration process during the late stages of MMO development.
Console/PC, Social/Online, Design, Production, Video, Vault

A Tale of Tales on the politics and interior design of Sunset  
by Konstantinos Dimopoulos [04.17.15]
Longtime indie developer Auriea Harvey speaks to our sister site IndieGames.com about the design, goals and politics of Tale of Tales' upcoming first-person game Sunset.
Console/PC, Indie, Art, Design, Production

In 1993, Mega Man X's team was crunching on the SNES hit 5
by Christian Nutt [04.16.15]
A new translation of an old story documents (in an exaggerated way) the working conditions at a prominent developer on a landmark game, and offers a slice of history we don't often get to see.
Console/PC, Production, History

The same V8 with half the weight: One dev's experience with DX12 Exclusive 2
by Alex Wawro [04.16.15]
Gamasutra chats with graphics specialist and Oxide Games partner Dan Baker about what it's been like to make games with DirectX 12, and what other developers should know before making the switch.
Console/PC, Production, Exclusive

Don't Miss: Riot's League of Legends postmortem 15
by Christian Nutt [04.15.15]
Leaders from the development team behind League Of Legends share what they learned from building and running their community-centric game during GDC 2011's Social & Online Games Summit.
Console/PC, Social/Online, Art, Design, Production, Business/Marketing

The problems with weak game industry ecosystems 4
by Gamasutra Community [04.15.15]
A laundry list of the challenges facing developers who operate in countries with weak game development ecosystems, written by a Turkish developer.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

Advice from my decade-long journey in the indie game industry 6
by Gamasutra Community [04.15.15]
"Looking back on things, I could’ve learned a lot more about the games industry much quicker if I had just gotten a job at a studio or press website instead of creating my own jobs along the way."
Indie, Production, Business/Marketing

Adding debt to your daily Scrum 7
by Gamasutra Community [04.14.15]
"After being stung by it a few times... I’ve added a fourth question that everyone is expected to answer in daily Standups: What debt have I incurred?"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Don't Miss: Gabe Newell and Erik Johnson on Dota 2 and Valve's way 18
by Christian Nutt [04.13.15]
As the company let Dota 2 into the wild, Gamasutra spoke to Valve boss Gabe Newell and project leader Erik Johnson about how the game was greenlit under Valve's auspices in this classic interview.
Console/PC, Design, Production, Business/Marketing

Unity support coming to New Nintendo 3DS 16
by Kris Graft [04.13.15]
Unity announced at Unite 2015 Tokyo that it would soon bring graphics engine support to the New Nintendo 3DS and New Nintendo 3DS XL.
Console/PC, Indie, Programming, Art, Design, Production

How a business plan can help your fledgling mobile studio  
by Gamasutra Community [04.10.15]
"The truth is that every mobile game business can benefit from a business plan. Here are some of the most overlooked ways a business plan can help your mobile game business."
Smartphone/Tablet, Indie, Production, Business/Marketing

Blog: A living guide to the GDC vault 8
by Gamasutra Community [04.10.15]
A project from Schell Games developers to rate GDC Vault talks by quality, "in the hopes that it will help you find the gold nuggets in the vast expanse that is the GDC Vault."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Cheating Death: Accommodating player failure and recovery Exclusive 3
by Phill Cameron [04.09.15]
We talk to Clint Hocking, Chris Avellone and Michael De Plater about the convention of player death as a fail state, and what happens when you move past it.
Console/PC, Indie, Design, Production, Exclusive

Listen to the Electroplankton designer's unreleased SNES music game 1
by Alex Wawro [04.08.15]
An anonymous agent has made a choice piece of game industry history available to the public by buying a copy of Toshio Iwai's unreleased SNES music game Sound Fantasy and sharing it with the world.
Console/PC, Design, Production, Video

How to finish your first game when you can't seem to finish your first game 4
by Gamasutra Community [04.08.15]
"A lot of people have asked us about this process, especially people like us who are trying to go from the place we were a year ago -- that is, never having made a game -- to where we are now."
Indie, Production

Don't Miss: What The Witcher taught CD Projekt about RPG design Exclusive 14
by Tom Curtis [04.07.15]
The joint CEO and studio head of CD Projekt Red reflect on the lessons learned from the development and release of The Witcher 2 in this classic interview.
Console/PC, Art, Design, Production, Exclusive

The game is the boss: A Resogun postmortem 7
by Harry Krueger [04.07.15]
This incredibly detailed postmortem, written by Resogun lead programmer Harry Krueger, offers a look behind a huge number of technical and creative decisions behind the popular shooter.
Console/PC, Programming, Art, Design, Production, Business/Marketing

Video: Creators deliver a classic postmortem of Star Control  
by Staff [04.06.15]
Long-time developers Fred Ford and Paul Reiche III took the stage at GDC 2015 to deliver a candid postmortem on the creation of their seminal Star Control and Star Control II space adventure games.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

Here we are now, edutain us: Education and games with SpaceChem's Zach Barth  
by Phill Cameron [04.06.15]
We talk to Zach Barth about how making educational games has made him a better game designer, and why it's so hard to make educational games in the first place.
Console/PC, Indie, Design, Production, Business/Marketing

Tips for how to design and develop free-to-play games 1
by Gamasutra Community [04.03.15]
"The way to conceive and plan the design of a free-to-play game is quite different than for other game models. We’d like to offer the following tips on how to make your games attractive so you can monetize them."
Smartphone/Tablet, Indie, Design, Production