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March 28, 2017
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Updates » Production
Alt.Ctrl.GDC Showcase: Schadenfreude  
by Joel Couture [02.21.17]
Schadenfreude is about being trapped in an elevator in which someone keeps hitting the wrong buttons. It's a game of secrets and betrayal between humans stuck in a cramped space.
Indie, Design, Production, Video

Square Enix opens new Tokyo studio to develop narrative-driven RPGs  
by Chris Kerr [02.21.17]
Final Fantasy developer Square Enix has cut the ribbon on a new Tokyo studio from Tales Of producer Hideo Baba.
Production, Business/Marketing

Making Psychonauts humor work in VR -- without making people sick  
by Alex Wawro [02.21.17]
"There's a million little things that the team learned," says Tim Schafer, joined by Rhombus lead Chad Dawson. "Like I learned that it's not as fun to look behind you as I thought it was going to be."
VR, Design, Production

Blog: It was all for love - The Evangeline postmortem 1
by Gamasutra Community [02.20.17]
In this post, Nicholas Laborde, video game "business guy" and founder of Raconteur Games, recounts the development of a game about life, love, and loss.
Design, Production

Grandia creators discuss the importance of compelling characters 1
by Chris Kerr [02.20.17]
The team over at Shmuplations have dug up and translated another vintage game dev interview, this time featuring the creators behind classic RPG, Grandia
Console/PC, Design, Production

Todd Howard talks the pros and cons of bringing Fallout to VR  
by Chris Kerr [02.20.17]
"I will say that Fallout works because of the interface. The Pip-Boy is on your wrist and we've been able to present so that it works the way you expect."
VR, Production

Alt.Ctrl.GDC Showcase: Student project Zombie Crawler 2
by Joel Couture [02.20.17]
In Zombie Crawler, players become the creeping dead, using their hands on a custom designed treadmill to pull themselves toward a human victim.
Console/PC, Indie, Design, Production, Video

Video Game Deep Cuts: A Loom-ing Night In The Woods  
by Gamasutra Staff [02.19.17]
This week's Video Game Deep Cuts include everything from A Night In The Woods' cartoon realism to a history of Loom, and much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

Gabe Newell discusses the downsides of working at Valve 27
by Alex Wawro [02.17.17]
"There are plenty of great developers for whom this is a terrible place to work," Newell said. "People at Valve have to get used to working without a safety net."
Console/PC, Production

Blog: Building a scalable online game with Azure, part 1 10
by Gamasutra Community [02.17.17]
In this blog series, I'm walking you through the basics of getting your gaming backend up and running in the cloud and storing your player data in a scalable cloud storage.
Design, Production

Valve patches major Team Fortress 2 bug after a decade  
by Chris Kerr [02.17.17]
Valve has finally patched a 10-yea-old Team Fortress 2 bug that caused client and server hitboxes to fall out of sync. 
Console/PC, Production, Video

Finding the fun when developing licensed games  
by Chris Kerr [02.17.17]
"My whole philosophy when it comes to working on projects is to find something you enjoy about the project you're working on and make it great."
Production, Business/Marketing

How to make game development meetings more productive 2
by Bryant Francis [02.16.17]
Meetings don't have to feel like a black hole of productivity. Riot Games' Juliet Nuzzo shared with us how to be frank and honest about meetings that hurt more than they help.
Console/PC, Production, Video

Road to the IGF: Student project Un Pas Fragile  
by Joel Couture [02.16.17]
A frog ballet dancer takes her first hesitant steps alongside the player in Un Pas Fragile. "It's a slow-mo WarioWare that tells a story," says developer Géraud de Courrèges.
Console/PC, Indie, Art, Design, Production, Video, IGF

Alt.Ctrl.GDC Showcase: Student project Emotional Fugitive Detector  
by Joel Couture [02.16.17]
Emotions make people dangerous in the world of Emotional Fugitive Detector. A machine is designed to scan the player's face and look for them, failing them should they be a too expressive.
Indie, Programming, Design, Production, Video

Watch top devs discuss video game storytelling in new vid series 5
by Alex Wawro [02.15.17]
The whole video series, titled "The Game Makers: Inside Story," is free to watch right now on the AIAS' YouTube channel and covers a broad enough range to interest most folks working in games today. 
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Video

Amazon taps John Smedley to lead new San Diego game studio 1
by Alissa McAloon [02.15.17]
The newest studio in the Amazon Games family has set up shop in San Diego and will be lead by none other than former Daybreak president and Pixelmage Games founder John Smedley.
Console/PC, Production

Chat with Riot Games producer Juliet Nuzzo today at 3PM EST 1
by Bryant Francis [02.15.17]
Join us at 3PM EST for a chat about game production inside one of the industry's most complex game development companies.
Console/PC, Production, Video

Unreal Engine 4.15 update brings experimental Nintendo Switch support  
by Chris Kerr [02.15.17]
The latest version of Unreal Engine (4.15) has landed, and what's notable about this iteration is the inclusion of Nintendo Switch support. 
Console/PC, Design, Production

Alt.Ctrl.GDC Showcase: vinylOS  
by Joel Couture [02.15.17]
A DJ's turntable becomes a video game controller with vinylOS, a game that uses scratching, spinning, and rewinding to play through games that are projected down onto a vinyl LP from above.
Indie, Programming, Art, Audio, Design, Production, Video