Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 21, 2015
arrowPress Releases
April 21, 2015
PR Newswire
View All






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


Updates » Production
What's behind the surprising success of my little indie game, Skeal 11
by Gamasutra Community [02.19.15]
"There’s no question that I got lucky with Skeal in that it just happened to click with a great writer who speaks to a passionate audience. But I think there’s more behind its popularity than sheer chance."
Console/PC, Indie, Production, Business/Marketing

Postmortem: E-Line Media and Upper One Games' Never Alone Exclusive 1
by Grant Roberts [02.19.15]
Lead game designer Grant Roberts offers a very thorough breakdown of what went right (and wrong) with the development of E-Line Media/Upper One Games' Alaska Native cultural touchstone Never Alone.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Exclusive

Road to the IGF: Klei Entertainment's Invisible, Inc. Exclusive  
by Alex Wawro [02.18.15]
As part of our ongoing Road to the IGF series of interviews with IGF award-nominated devs, we caught up with Klei's Jason Dreger and James Lantz to find out what inspired the design of Invisible, Inc.
Console/PC, Indie, Design, Production, Exclusive, IGF

Get hands-on game dev tips from Amazon and PowerVR at GDC 2015  
by Staff [02.18.15]
GDC 2015 organizers highlight some promising day-long sponsored developer days for the March conference that cover everything from new UnityVR technology to power players like Amazon and Unity.
Console/PC, Smartphone/Tablet, Programming, Production, Business/Marketing, GDC

Road to the IGF: 11Bit studios' This War of Mine Exclusive  
by Leigh Alexander [02.17.15]
11Bit Studios' This War of Mine stole hearts this year thanks to its gripping, civilian-focused twist on the wartime setting. Now it's up for the grand prize at the IGF -- we catch up with the team.
Console/PC, Indie, Programming, Art, Design, Production, Exclusive, IGF

See the future of VR game development at GDC 2015  
by Staff [02.17.15]
Developers interested in charting a course through the new frontier of virtual reality game design would be wise to look for advice from trailblazers at the 2015 Game Developers Conference.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, GDC

Slippery tentacles: Tackling the challenges of Octodad's design  
by Gamasutra Community [02.17.15]
"Octodad: Dadliest Catch was a strange, difficult, and rewarding project to design. We struggled against traditional game design; we sometimes ran in circles."
Console/PC, Indie, Design, Production

The first stage of game development: Survive 2
by Gamasutra Community [02.16.15]
What it takes to get off the ground as a fledgling indie developer -- a case study based on the journey of solo indie Joe Williamson. "Basically, learn, save money, and make friends."
Indie, Production, Business/Marketing

Road to the IGF: Elegy for a Dead World Exclusive  
by Christian Nutt [02.16.15]
There's an awful lot of discussion about the right approach to narrative in games. Elegy for a Dead World's approach is striking. It asks the player to collaborate in the creation of its story.
Console/PC, Indie, Design, Production, Exclusive, Video, IGF

Blog: Game development is difficult - My thoughts on that Molyneux interview 65
by Gamasutra Community [02.13.15]
"I had hoped people would learn that, difficulties are a natural part of game development and not developers actually trying to screw over fans (most of the time) or 'taking the money and running.'"
Console/PC, Indie, Production, Business/Marketing

Learn to build mobile games better at GDC 2015  
by Staff [02.13.15]
GDC officials highlight a handful of great GDC 2015 talks from some experienced developers on the topic of mobile game design.
Smartphone/Tablet, Design, Production, Business/Marketing, GDC

Here's the lineup for GDC's exciting Experimental Gameplay Workshop 1
by Staff [02.13.15]
GDC 2015 officials are excited to reveal the lineup of the ever-popular Experimental Gameplay Workshop, which includes games like That Dragon Cancer, Line Wobbler and more.
Console/PC, Indie, Design, Production, GDC

Adventures in forming groups at the Nordic Game Jam 2
by Gamasutra Community [02.13.15]
"With such a wide range of skills and people, one of the hardest moments of game jams is usually group-forming. Part of the fun of jams is to meet other jammers, and possibly find collaborators for future projects."
Indie, Production

Postmortem: Deck13 Interactive's Lords of the Fallen Exclusive 7
by Jan Klose, Thorsten Lange [02.12.15]
Lords of the Fallen from developer Deck13 launched on next-gen consoles and PC, where it shot to the top of the Steam charts. There were successes for the Demon's Souls-inspired game, but they didn't come easy.
Console/PC, Design, Production, Exclusive

Get a job: Blizzard is hiring an Art Director for Diablo III 1
by Staff [02.11.15]
Got some art chops and leadership experience? Blizzard is looking for someone like you to serve as an Art Director on Diablo III alongside the team in the company's Irvine, CA headquarters.
Console/PC, Art, Production, Recruitment

Don't Miss: Early Access devs on selling a game before it's 'done' Exclusive 10
by Kris Graft [02.11.15]
These days, some of the most successful games out there aren't even out yet. Developers engaged in notable paid alpha campaigns share valuable advice in this classic roundtable Q&A.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Video: How you should harness your players as a QA resource  
by Staff [02.11.15]
Crowdsourcing researcher Jedrzej Czarnota details some advanced QA approaches as part of the GDC 2014 QA Summit, and offered developers practical advice on how and why to implement them.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video, Vault

Make time to attend the standout #1ReasonToBe panel at GDC 2015  
by Staff [02.11.15]
GDC 2015 officials welcome the return of one of the conference’s most popular sessions: the #1ReasonToBe panel, a rapid, fun microtalk-style celebration and exploration of what it means to be a woman in games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

How to cut food from your indie game budget: A Soylent experiment 26
by Gamasutra Community [02.11.15]
Hyped in the tech community, Soylent is a meal replacement shake that's cost-efficient -- and in this post, San Francisco indie dev Dylan Jones writes up his experiences of experimenting with it for two weeks.
Indie, Production

How do you choose the consoles you release on? A publisher's advice  
by Gamasutra Community [02.11.15]
"The decision to release on a certain console is something you should only make after you reach out to every major platform holder and get them to take a look at your game." This, and much more advice, inside.
Console/PC, Indie, Production, Business/Marketing