Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 22, 2014
arrowPress Releases
October 22, 2014
PR Newswire
View All





If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Production
The challenges of converting a mobile platformer into a good PC game 7
by Gamasutra Community [09.10.14]
"This journey of converting Shadow Blade from a good mobile game to a respectable PC title has proved to be quite challenging... We are definitely learning a lot in this process and it is quite tough and fun."
Console/PC, Smartphone/Tablet, Programming, Design, Production

Game Design Deep Dive: The digging mechanic in SteamWorld Dig Exclusive 2
by Olle Håkansson [09.10.14]
Image & Form released SteamWorld Dig in August 2013. Here, the team describes the process it went through in designing the main mechanic of the game, which (as you may have guessed) is the digging.
Console/PC, Indie, Design, Production, Exclusive, Deep Dive

GDC Next adds talks on Skulls of the Shogun and community design  
by Staff [09.09.14]
Skulls of the Shogun programming wizard Borut Pfeifer and veteran community manager Matt Fairchild join the speaker lineup at GDC Next 2014 featuring ADC this November.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC Next

It's in the eyes: Participating in an eye-tracking tech game jam 10
by Gamasutra Community [09.09.14]
The challenges and opportunities of trying to develop a game that uses eye-tracking tech as one of its control mechanics -- how to design for that, and how players interact with it.
Console/PC, Indie, Design, Production

Don't Miss: Bungie forges a new artistic direction for Destiny Exclusive 11
by Christian Nutt [09.08.14]
Senior environment artist Jason Sussman takes us on a tour of how Bungie creates worlds that are both "hopeful" and "inspiring" as well as fun and functional.
Console/PC, Art, Production, Exclusive

Why working on a game with another person is awesome 6
by Gamasutra Community [09.08.14]
"If you team up with another person, you get 50% of the pie, but it's a much tastier pie. Even though you have to give up profits, the difference that makes to the quality of the game offsets the money you would lose."
Console/PC, Indie, Production

GDC 2015 reveals new Summits and opens call for papers  
by Staff [09.08.14]
The GDC 2015 call for lectures and panels for topic-specific Summits focused on eSports, indie games, community management, free-to-play, narrative, mobile, and education ends 10/3.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

More evidence of Final Fantasy's existential crisis 43
by Christian Nutt [09.05.14]
"If Final Fantasy XV doesn't do well, perhaps there's not much of a future for console games. It kind of really depends on how that goes." - Hajime Tabata, co-director of Final Fantasy XV
Console/PC, Production, Business/Marketing

Blog: Explore new ways to control games in the Alt Ctrl Game Jam  
by Gamasutra Community [09.05.14]
Developers, take note: the upcoming Alt Ctrl Game Jam is an online 10-day game jam about experimenting with alternative controls in game design, and it starts September 12th.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production

Get a job: Retro Studios seeks a Tools Engineer  
by Staff [09.05.14]
Nintendo-owned developer Retro Studios (Donkey Kong Country: Tropical Freeze) is looking to hire a multi-talented programmer to serve as a Tools Engineer at its Austin, TX studio.
Console/PC, Programming, Production, Recruitment

Video: A Broken Sword postmortem from creator Charles Cecil  
by Staff [09.05.14]
Game industry veteran Charles Cecil speaks about his work writing and directing Broken Sword: Shadow of the Templars, the award-winning 1996 adventure that raised the bar for storytelling in games.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

A peek behind the kerosene curtain: QA in Kerbal Space Program 2
by Gamasutra Community [09.05.14]
"At its core, Experimental Testing is much like using a focus group to ‘test the water’ on an update. Of course, there is far more depth to Experimental Testing than just using the team as a focus group."
Console/PC, Indie, Production

Don't Miss: The SCUMM Diary: Stories of a seminal game engine Exclusive 12
by Staff, Mike Bevan [09.04.14]
SCUMM might "just" be a game engine -- but it's an engine that elicits emotions nearly as strong as the games that it powers. Here, SCUMM architect Aric Wilmunder shares stories from its development.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Exclusive

Q&A: Carmack reveals the challenges of mobile VR game development Exclusive 15
by Alex Wawro [09.04.14]
Gamasutra speaks to Oculus CTO John Carmack to learn more about how Oculus' new Mobile SDK works and what it means for developers who are currently making -- or thinking about making -- VR games.
Smartphone/Tablet, Programming, Design, Production, Exclusive

Epic seeds Unreal Engine 4 by offering it free to schools 3
by Alex Wawro [09.04.14]
Gamasutra caught up with Unreal Engine 4 GM Ray Davis to learn more about how the program works, what developers can expect to get out of it and what Epic hopes to gain.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Business/Marketing

GDC Next adds talks on community management and proximity sensors  
by Staff [09.04.14]
The creative director of Sequence speaks about designing games for proximity-sensing tech while a panel of community managers from across the industry unite to share advice at GDC Next 2014 featuring ADC this November.
Console/PC, Social/Online, Smartphone/Tablet, Production, Business/Marketing, GDC Next

Here are some of the developers making Gear VR games 3
by Alex Wawro [09.03.14]
Several notable developers have already stepped forward and pledged to build games for Samsung's smartphone-powered VR headset, which was announced today at a tradeshow in Berlin.
Smartphone/Tablet, Design, Production

Get a job: Telltale Games is hiring a UI Artist  
by Staff [09.03.14]
The studio responsible for The Walking Dead adventure games is looking to hire an experienced UI artist to work alongside the team in Telltale's San Rafael, CA headquarters.
Console/PC, Art, Production, Recruitment

Don't Miss: Sexism and sexuality in games 37
by GDC Vault Staff [09.03.14]
Video: Dragon Age lead writer David Gaider takes a look at how romantic characters evolved from Baldur's Gate II to the Dragon Age series in this GDC 2013 talk.
Console/PC, Indie, Design, Production, Business/Marketing, Video

Treating acceptance criteria as requirements and tests 3
by Gamasutra Community [09.03.14]
"As a tester I have many times faced the situation where I test something, find that it is not according to the requirements document, create a bug report, and then get it rejected."
Smartphone/Tablet, Production