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February 13, 2016
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February 13, 2016
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Updates » Production
The Weird Al of game jams: Making Mutant Veggie Arena  
by Gamasutra Community [12.28.15]
What goes into jamming up a strange game: "After my first Ludum Dare entry about the Amish and this entry about food, I'm starting to feel like the Weird Al of video game development."
Console/PC, Indie, Programming, Art, Audio, Design, Production

Sunless Sea, 80 Days and the rise of modular storytelling 3
by Phill Cameron [12.25.15]
We discuss the production and design strengths of 'modular storytelling' with the developers of 80 Days and Sunless Sea, who are pioneering this new form of game narrative.
Console/PC, Smartphone/Tablet, Indie, Design, Production

Blog: Our level building process: How long does it take?  
by Gamasutra Community [12.24.15]
"Taking in mind that we have one day a week to work on the game, the answer is that it can take anywhere between four weeks to three months of actual time between the first idea and having something release worthy."
Console/PC, Indie, Design, Production

5 smart ways that games have incorporated holiday themes 4
by Bryant Francis [12.24.15]
From Sega's Christmas Nights to World of Warcraft's Feast of Winterveil to Animal Crossing's Toy Day, many games have found clever ways to incorporate holiday themes.
Design, Production

Video: Final Fantasy XIV - Behind A Realm Reborn  
by Staff [12.23.15]
In this GDC 2014 presentation, Square Enix's Naoki Yoshida analyzes the causes of Final Fantasy XIV's initial failures, and discloses some of the behind-the-scenes decisions surrounding the importance of a relaunch.
Console/PC, Social/Online, Production, Video

Blog: Rapid jamming with Ludum Dare entry Escape Squad 1
by Gamasutra Community [12.23.15]
"I had a ton of fun making this game, and learned a lot about rapid development. Iíll keep this one in the back of my mind for a future RPG, but for now it will rest for a while."
Indie, Production

Best of 2015: Gamasutra's Top Games, Devs, Events and Trends 1
by Staff [12.23.15]
This is it -- the whole kit and kaboodle. As 2015 shuffles off this mortal coil, Gamasutra staff reflect on the events, trends, games and -- most importantly -- the devs that shaped the year that was.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Harnessing the power of community to develop The Long Dark  
by Staff [12.22.15]
Hinterland Studio founder Raphael Van Lierop speaks at GDC 2015 about how involving your community in your development process helps you create a better game -- as long as you avoid known pitfalls.
Indie, Production, Video, Vault

Here's a look at Rare's unreleased SNES pirate RPG Dream  
by Alex Wawro [12.22.15]
British game maker Rare published a video today that contains developer commentary on -- and unreleased footage of -- Dream, the studio's planned SNES RPG that was transmogrified into Banjo Kazooie.
Console/PC, Production, Video

Blog: 10 of the best 2D game asset sites 6
by Gamasutra Community [12.22.15]
"2D games are making a big come back with the proliferation of mobile games, html 5 and major support of big publishers. Below is a list of top 10 2D games asset store you can find online, some commercial and some free."
Console/PC, Smartphone/Tablet, Indie, Art, Production

Get a job: CCP in Reykjavik seeks an experienced Producer  
by Staff [12.21.15]
EVE Online developer CCP is looking for someone with game production chops to take a Senior Producer role and lead a new project at its headquarters in Reykjavik, Iceland.
VR, Console/PC, Production, Recruitment

Best of 2015: How crunch makes games worse 87
by Gamasutra Community [12.21.15]
Ask anyone in the industry about crunch and you're likely to hear opinions based on that person's individual experience. Now, here's some hard data on crunch from the Game Outcomes Project.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

The making of Rebel Galaxy  
by Gamasutra Community [12.21.15]
ďThatís what software is: all game software is smoke and mirrors. None of these things are really happening. Youíre just putting pixels on a screen. I think people can be predisposed to be fine with that.Ē
Console/PC, Production

Armello, Galak-Z and Soma join GDC 2016 Indie Summit lineup  
by Staff [12.18.15]
With GDC 2016 on the horizon, organizers run down a selection of can't-miss talks from developers of Armello, Soma, Galak-Z and more at the conference's Indie Games Summit.
Indie, Programming, Design, Production, GDC

Coleco looking to bring back cartridge-based gaming with new console 13
by Chris Kerr [12.18.15]
Video game console manufacturer Coleco, the company behind the short-lived ColecoVision and Telstar systems that hit shelves in the 70s and 80s, is making a comeback.
Console/PC, Production

Gamasutra's Best of 2015: Bryant F's Top 5 Games  
by Bryant Francis [12.18.15]
If I were to define my favorite games of 2015 as a whole, I would categorize them as a group of short stories--small individual tales that come together to make a bigger whole in different ways.
Design, Production

Tips for managing cloud-based teams 2
by Gamasutra Community [12.18.15]
"Taking a team out of the more traditional 'brick and mortar' environment and throwing them all into a cloud-based environment amplifies the complexities of team work and managing those teams."
Indie, Production

Studio Profile: Singapore's audio design outfit IMBA Interactive 1
by Lena LeRay [12.17.15]
A profile of Singapore-based game audio studio IMBA Interactive, which has worked on games like Masquerada and Dusty Revenge, which won an IGF China award for audio excellence.
Indie, Audio, Production, Video

How Oxenfree's narrative unfolds like a free-flowing conversation  
by Bryant Francis [12.17.15]
Night School Studio's Oxenfree is an interactive ghost story in which a player's contributions to the constant flow of conversation can shape the direction of the story.
Console/PC, Indie, Design, Production, Video

Gamasutra's Best of 2015: Brandon Sheffield's most surprising 90s games 6
by Brandon Sheffeld [12.16.15]
There's nothing wrong with contemporary games. Well, there might be something wrong with some of them, but I don't have time to get into it. Regardless, what's right and wrong with 90s games has a lot more appeal to me.
Console/PC, Design, Production, Business/Marketing