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November 28, 2015
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November 28, 2015
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Updates » Production
Why we made a Final Fantasy VII fan game, and what happened next 7
by Gamasutra Community [10.21.15]
"The team was psyched to work on the FFVII: Re-Imagined project, despite being unofficial. Yes, we are crazy enough to build the game, but we are not stupid."
Console/PC, Indie, Design, Production, Business/Marketing

The making of Far Cry 2 GDMag Exclusive 1
by Clint Hocking [10.21.15]
'Far Cry 2 is not a typical title,' writes Clint Hocking in this postmortem from Game Developer magazine. In honor of the game's release 7 years ago today, we're republishing the article in full.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive, GD Mag

The four phases of game development 10
by Gamasutra Community [10.21.15]
"I’m guessing these are very recognisable steps for any one-man (indie)developer or multi-person team, but let’s put it in writing!"
Indie, Production

Video: How to escape from the indie dev shame spiral  
by Staff [10.20.15]
Game designer & consultant Ethan Levy explores a phenomenon he calls the "indie shame spiral" — and how to escape it -- in this brief GDC 2015 talk.
Indie, Production, Video

Report: Destiny's plot is the product of a last-minute redesign 9
by Alex Wawro [10.20.15]
A new Kotaku report citing anonymous sources claims that Destiny's original, relatively straightforward plot was completely redesigned by Bungie less than a year before it was scheduled to ship.
Console/PC, Design, Production

Q&A: How Dropsy fights cynicism (and clown stereotypes) 1
by Konstantinos Dimopoulos [10.20.15]
'I can't blame anyone for assuming that Dropsy is a stoner horror-comedy thing,' says Jay Tholen. But his sweet-natured take on point-and-click adventures demolishes insane clown cliches.
Console/PC, Indie, Art, Design, Production, Video

Spectators and players need the same thing from your game design 4
by Phill Cameron [10.20.15]
Adam Saltsman and Rami Ismail take a break from their latest games to ruminate on the surprising and positive similarities of developing a game that streams well and a game that plays well.
Console/PC, Indie, Art, Design, Production, Business/Marketing

Don't Miss: How 343 found its footing while developing Halo 13
by Kris Graft [10.19.15]
This classic feature digs into the design philosophy and production methods of 343 Industries: a group of true believers who didn't even really have a studio when they began working on Halo.
Console/PC, Design, Production

'I trust you': Hands-off management in game dev 6
by Gamasutra Community [10.19.15]
"In my opinion one of the single most important thing you can give and receive in a professional environment is trust."
Console/PC, Production

Renowned Explorers and the price of innovation 8
by Gamasutra Community [10.19.15]
"One good and well-marketed innovation can be a very worthwhile investment. But ignoring the costs would be foolish. We tried to do more innovation than we could pay for."
Console/PC, Indie, Design, Production, Business/Marketing

How Manifold Garden makes reality fold back on itself  
by Phill Cameron [10.16.15]
William Chyr explains why he went from creating massive balloon sculptures in art galleries to designing infinite virtual structures in his game Manifold Garden.
Console/PC, Indie, Art, Design, Production

Striving to make the right game for the right audience 2
by Gamasutra Community [10.16.15]
The story of an indie dev pushing hard to find the right project on the right platform at the right time -- and ending up with a great-looking game and a lot of questions about its viability.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

Report: Nintendo rolls out NX software development kits 10
by Chris Kerr [10.16.15]
According to a report by the Wall Street Journal, Nintendo has already started sending out software development kits for its upcoming NX console.
Console/PC, Production, Business/Marketing

Players will be able to mod their Steam Controller, says Valve  
by Chris Kerr [10.16.15]
The Steam Controller will be hitting shelves in less than a months time, but, according to Valve's Erik Johnson, the controller you pick up on November 10 won't be the final design.
Console/PC, Production, Business/Marketing

Blog: The candid tale of one producer's mental health struggles 7
by Gamasutra Community [10.16.15]
A diary of one producer's mental health: "October, November and December go by with a repeated cycle of GP review, dosage increase, GP review, dosage increase."
Console/PC, Production

Considerations before you launch your game 8
by Gamasutra Community [10.15.15]
"A high-level overview of the areas outside of 'make a great game!' Not all of these may apply to your individual title, but it's worth the exercise of considering each high-level area and its implications for your game."
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Destruction and growth in gameplay: Creating Mushroom 11 1
by Lena LeRay [10.15.15]
"Mushroom 11 is a game about destruction and growth," is how developer Itay Keren describes his game. "You are an amorphous organism, and the only way you move is by destroying your own cells."
Indie, Programming, Design, Production, Video

Pokemon Go developer Niantic secures $20 million in funding  
by Chris Kerr [10.15.15]
Pokémon Go developer Niantic, Inc. has secured $20 million in Series A funding, with The Pokemon Company, Google, and Nintendo all investing heavily.
Smartphone/Tablet, Production, Business/Marketing, VR

Constructive retreat: Learning when to quit 2
by Gamasutra Community [10.15.15]
"I can tell you first hand that just because I was able to quit when it was still relatively early I can now work on a project I am fully committed on without any doubts."
Indie, Production

Video: Shout at the Devil - The making of Diablo III  
by Staff [10.14.15]
At GDC 2013, Blizzard's Jay Wilson delivers a frank postmortem of Diablo III that delves into the design pillars of the Diablo games and how well the team abided by those in making the latest game.
Console/PC, Design, Production, Video, Vault