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June 25, 2016
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June 25, 2016
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Updates » Production
Blog: Stealing from the movies 3
by Gamasutra Community [05.20.16]
"This article aims to encourage us all to learn from the mistakes that movies made along with their development as an industry."
Console/PC, Design, Production, Business/Marketing

Early Access coming to Android via Google Play 1
by Christian Nutt [05.19.16]
A new section called Google Play Early Access, which will include a "hand-picked group of promising open betas that haven’t gone to production yet" is coming to Android phones.
Smartphone/Tablet, Production, Business/Marketing

How a triple-A developer takes global player feedback 1
by Christian Nutt [05.19.16]
An alpha of Team Ninja's new game, Ni-Oh, was free-to-download on PS4. Now, the developer has revealed exactly what kind of change it's making based on feedback.
Console/PC, Design, Production, Business/Marketing

How Uncharted 4 was made accessible to more players  
by Christian Nutt [05.19.16]
"I think video games, for a lot of people, are often about being able to do things that you wouldn't normally be able to do... when you find that there are some people who can't enjoy those things, it's kind of crushing."
Console/PC, Design, Production, Business/Marketing

Developers weigh in on working with Google's Daydream VR platform  
by Bryant Francis [05.19.16]
Google announced ten development partners while showing off its new Daydream VR platform, we checked in with a few to get their thoughts on developing for Google's new product.
VR, Production, Business/Marketing

Blog: Why I asked the Chrome team not to kill Flash support 17
by Gamasutra Community [05.19.16]
"I think because you do not understand Flash and Air, and especially the very passionate community of developers behind it, you are missing out on great potential."
Indie, Production, Business/Marketing

GDC Europe: See how Obsidian designed and developed Pillars of Eternity  
by Staff [05.19.16]
At GDC Europe, Obsidian's Josh Sawyer willl speak frankly about the technical/creative challenges of developing crowdfunded PC RPG Pillars of Eternity to be a "retro classic" with contemporary design.
Console/PC, Design, Production, GDC Europe

Experimenting with mobile: Lessons about dev, marketing learned on a test project 4
by Gamasutra Community [05.19.16]
"I released a game I’m not totally ashamed of, which was my primary objective; I learned a lot of things, on various subjects, and I gained some confidence on my abilities."
Smartphone/Tablet, Design, Production, Business/Marketing

Kojima Productions' first game to use third-party engine 2
by Chris Kerr [05.19.16]
Hideo Kojima has revealed that Kojima Productions' first project will be built using a third-party engine, explaining his recent, widely-tweeted, world tour has been something of a shopping trip.
Console/PC, Programming, Production

Kojima on adapting to players and the problem with perfectionism  
by Chris Kerr [05.19.16]
"Players have a lot of choices. As a developer, you have to adapt to your customers' lifestyles. Maybe that means mobile, or endless multiplayer. You can't dictate."
Console/PC, Production

5 tips on making great DLC from Dying Light: The Following devs 1
by Techland staff [05.19.16]
The developers of the well-received expansion Dying Light: The Following share advice and lessons on the many different aspects of making great DLC.
Console/PC, Programming, Art, Design, Production, Business/Marketing, Video

Video: Killer Queen and the value of embracing the arcade community  
by Staff [05.18.16]
In this interesting GDC 2016 talk, Josh DeBonis and Nikita Mikros of BumbleBear Games discuss the unique and influential communities growing around their new hit arcade game Killer Queen.
Social/Online, Production, Video, Vault

Don't Miss: Overcoming Impostor's Syndrome in the game industry 40
by Gamasutra Community [05.18.16]
"You realize that you don’t deserve to be here. You do not belong. You see amazing, talented people with more experience and talent, and you know you aren’t qualified to work in their industry."
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Production

How we ran a small-scale game jam at our indie studio 1
by Gamasutra Community [05.18.16]
"It was great to get out of our office for two days and focus solely on game development. I think we made three exciting games, each very different."
Indie, Production

EA chief creative director, Richard Hilleman, departs after 33 years  
by Chris Kerr [05.18.16]
UPDATE:Hilleman joined the U.S. publishing giant in the early '80s, and helped create the original Madden Football game for the Sega Genesis, reshaping the franchise into the one we recognize today.
Console/PC, Production

Every decision is wrong: Portraying social anxiety in a game 2
by Joel Couture [05.18.16]
How do you capture what social anxiety feels like? Make a game about difficulty of completing a simple task when every action feels like a misstep and all options seem to result in awful outcomes.
Smartphone/Tablet, Indie, Design, Production, Video

Blog: The simple reason multiplayer doesn't work for all games 2
by Gamasutra Community [05.18.16]
"If lots of others are playing a game's multiplayer -- great! By jumping in and playing too, you're likely to have a great time with it. If there aren't a lot of others playing..."
Console/PC, Indie, Production, Business/Marketing

Get a job: The Behemoth and The Research Centaur seek a QA Test Lead  
by Staff [05.17.16]
The Test Lead will help test Behemoth games from start to finish, as well as working with various external client titles through The Research Centaur division at The Behemoth's San Diego, CA office.
Console/PC, Production, Recruitment

Don't Miss: Creator Alexey Pajitnov on the past, present, and future of Tetris 7
by Christian Nutt [05.17.16]
Conducted in 2010 during the 25th anniversary of Tetris, this classic chat with creator Alexey Pajitnov touches on everything from basic tenets of multiplayer design to the future of the game industry
Console/PC, Design, Production, Business/Marketing

Attend GDC Europe and learn how Master of Orion was rebooted for 2016  
by Staff [05.17.16]
GDC Europe 2016 attendees will be able to check out out an in-depth talk from the folks at Wargaming about the challenges of rebooting beloved space strategy game Master of Orion for 2016.
Console/PC, Social/Online, Design, Production, GDC Europe