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May 21, 2013




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Updates » Production
HTML5 game development, from prototype to release 2
by Gamasutra Community [04.10.13]
A top-to-bottom look at the development of HTML5 puzzle game Animory, which takes in everything from prototyping to what platforms it was ultimately released for, and how.
Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

The 8 keys to indie success 35
by Gamasutra Community [04.10.13]
The ex-studio developer behind million-selling Xbox Indie Games success CastleMiner Z explains how the discipline of a professional should complement the freedom of an indie.
Indie, Production, Business/Marketing

GDC China 2013 announced for Sept 15-17th: call for talks now open  
by GDC Staff [04.10.13]
The call for submissions in Mandarin and English to present talks is now open for the 2013 Game Developers Conference China, which has moved up to September this year.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

What I learned from Ludum Dare 4
by Gamasutra Community [04.10.13]
You can learn a lot very quickly by participating in a game jam, and in this blog post, Lena LeRay explains how far she came in one weekend.
Indie, Programming, Production

How BioWare does QA 34
by Gamasutra Community [04.10.13]
BioWare's director of development QA explains why its team is "embedded with developers during all phases of the development cycle as an integral part of game development."
Console/PC, Production

Video: The ethics and psychology of the 'freemium' model 1
by GDC Vault Staff [04.09.13]
GDC 2013 played host to a live recording of the popular mobile developer podcast Walled Garden Weekly, with Touch Arcade's Eli Hodapp and Temple Run's Keith Shepherd debating the merits of freemium for mobile games.
Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Video

Game Developer magazine closing in July 2013 50
by Staff [04.09.13]
Gamasutra parent company UBM Tech is announcing that, as of July 2013, Game Developer magazine will stop printing its physical edition and transition to become a Gamasutra section - details within.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, GD Mag, Programming, Art, Audio, Design, Production, Business/Marketing

Eye-opening hardware usage stats, straight from Unity 6
by Gamasutra Community [04.09.13]
This post straight from the engine provider explains the OS platform breakdown on mobile devices throughout the world using data Unity itself gathered.
Smartphone/Tablet, Programming, Production, Business/Marketing

Going Agile in 7 easy steps 23
by Gamasutra Community [04.09.13]
This guide takes you down the road to moving to Agile project management. While it might not get you fully there, it's a cheat sheet for what to expect when leaving waterfall behind.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production

Leaving PopCap: Why this mobile exec is pinning hopes on indies Exclusive 14
by Leigh Alexander [04.08.13]
There's massive opportunity in mobile for indies pursuing higher production values and more innovation, says former PopCap exec Giordano Contestabile, who's joined Tilting Point studios to support that trend.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Exclusive

Twitter just became a video game platform 9
by Gamasutra Community [04.05.13]
On the surface, Twitter's recent update to Twitter Cards allows app developers to link directly to a download, but if you peek below the curtain you'll see that this presents all kinds of new opportunities for game developers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Gender, cloning and heartfelt goodbyes from the GDC 2013 showfloor  
by Staff [04.05.13]
Here's our last One Life Left vs. Gamasutra episode of GDC 2013, recorded on the show floor at lunchtime on Friday with a tremendous stream of guests, gently interrogated.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, Video, GDC

How XCOM: Enemy Unknown overcame the accessibility stigma GDMag Exclusive 11
by Staff [04.05.13]
In the postmortem for the April 2013 issue of GD Mag, Garth DeAngelis, lead producer on XCOM: Enemy Unknown, discusses the decisions that went into building an optional, integrated tutorial into the game.
Console/PC, GD Mag, Design, Production, GD Mag Exclusive

Industry in flux: What we learned from Game Developer's 2012 Salary Survey GDMag Exclusive 20
by Patrick Miller [04.04.13]
The 2012 Game Developer Salary Survey is available in the April issue of Game Developer magazine! U.S. average salaries rose, layoffs continue to trend downwards, and devs are worried about change.
Console/PC, Social/Online, GD Mag, Programming, Art, Audio, Design, Production, Business/Marketing, GD Mag Exclusive

Video: How Assassin's Creed III's many studios collaborated  
by GDC Vault Staff [04.04.13]
Five Ubisoft studio leads held a production panel at GDC 2013 to discuss the different models used to overcome the challenge of collaborating on a large scale for Assassin's Creed III.
Console/PC, Production, Video, GDC

A postmortem of Pixeljunk 4am from its lead designer Exclusive 5
by Staff [04.04.13]
"Well, there's music, and there's a PlayStation Move. Off you go." These were the directions given to the team behind the PlayStation Network's unique musical toy.
Console/PC, Programming, Art, Design, Production, Exclusive

Exploring video game animation with a film industry veteran Exclusive 25
by Mike Rose [04.04.13]
Lionel Gallat has been working on animated movies for over 15 years now, serving as animation director on films like Despicable Me and The Lorax. Now he's making video games, and spotting comparisons everywhere.
Console/PC, Indie, Programming, Art, Design, Production, Exclusive

GDC Video: Making the Atari coin-op classic Crystal Castles 3
by GDC Vault Staff [04.03.13]
Franz Lanzinger's GDC 2013 postmortem of Atari arcade game Crystal Castles is now free and includes a Q&A with the original dev team and a live session with Lanzinger himself playing piano pieces from the game.
Console/PC, Programming, Design, Production, Video

Listen to Fullbright, Harmonix and NYU from the GDC floor  
by Staff [04.03.13]
As the final lectures of last Thursday finished, One Life Left convened another diverse panel to chat some more about life making games in 2013. Click through for portals, storytelling and secrets.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, Video, GDC

Postmortem: Pixeljunk 4am Exclusive 5
by Frank Cifaldi [04.03.13]
"Well, there's music, and there's a PlayStation Move. Off you go." These were the directions given to the team behind the PlayStation Network's unique musical toy.
Console/PC, Design, Production, Exclusive