Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 25, 2017
arrowPress Releases






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


Updates » Production
Blog: How an architect may be useful to your dev team  
by Gamasutra Community [04.05.17]
This blog post outlines the parallels between in the field of architecture and game development, and why an architect can be a great addition to the development team.
Design, Production

Video: Owlchemy Labs' game dev postmortem of Job Simulator  
by Staff [04.05.17]
In their GDC 2017 postmortem talk, Owlchemy Labs' Alexander Schwartz & Devin Reimer spoke frankly about the challenges of building, sharing, shipping, & sustaining Job Simulator on multiple platforms
VR, Production, Video, Vault

Blog: Nailing the level design for a procedurally generated Metroidvania 6
by Gamasutra Community [04.05.17]
Using procedural generation and maintaining robust level design might seem contradictory at first glance. But the key for us was in having the algorithm involved in the most restrained way possible.
Design, Production

Blog: Process tips for in-house engine development
by Gamasutra Community [04.05.17]
The human side to software creation is infinitely more complex than the programs we write, and that's what I'll be focusing on in the second part of my game engine development series.
Design, Production

Blog: Tackling color-grading and post-stack tuning using science  
by Chris Kerr [04.05.17]
I tried to employ an actual scientific method to taking a pass at color-grading/post-stack tuning for not-super-well-calibrated monitors or non-ideal viewing conditions. Here's how I did it.
Design, Production

Q&A: Design lessons learned from a decade at Nintendo's EAD 2
by Chris Kohler [04.05.17]
Motoi Okamoto was a member of Shigeru Miyamoto's Entertainment Analysis and Development department for a decade. He recounts the making of many of Nintendo's best-loved (and biggest-selling) titles.
Console/PC, Design, Production, Business/Marketing, History

Double Fine devs embark on another public Amnesia Fortnight game jam  
by Alex Wawro [04.04.17]
Double Fine's well-known internal game jam has returned -- and this year studio devs have created 25 video pitches for games they'd like to prototype during the two-weeks of temporary forgetfulness.
Indie, Production, Video

Blog: Train Jam, a.k.a. the Hogwarts Express in real life
by Gamasutra Community [04.04.17]
The Hogwarts Express is real, and it's called Train Jam! Train Jam is an annual pilgrimage of game developers who decide to meet up in Chicago and ride a train all the way to San Francisco for GDC.
Programming, Design, Production

After tragedy strikes, a dev's friends strive to complete his game 7
by Chris Priestman [04.04.17]
In the wake of an inexpressibly terrible tragedy, developers are striving to complete an inspiring and unique project.
Console/PC, Indie, Art, Design, Production, Video

Don't Miss: Lessons learned developing 2 games for 4 VR platforms  
by Staff [04.03.17]
So what's it like to make games for all these different virtual reality headsets? That's exactly what VR game developer E McNeill spoke to in this talk he gave at the inaugural VRDC during GDC 2016.
VR, Console/PC, Indie, Design, Production, Business/Marketing

The secret behind seamless space exploration in Star Control: Origins
by Chris Kerr [04.03.17]
"From an engineering point of view itís an interesting challenge, because this game has many different parts to it, but it has to be seamless. No-one wants to sit there and wait for a planet to load."
Console/PC, Design, Production, Video

Final Fantasy art director and Valkryrie producer depart Square Enix
by Chris Kerr [04.03.17]
Long-serving†Final Fantasy art director Isamu Kamikokuryo has left Square Enix after almost two decades, along with Star Ocean and Valkyrie Profile producer, Yoshinori Yamagishi.†
Art, Production

Blog: The ever changing battlefield of Antegods
by Gamasutra Community [04.03.17]
How do you make space feel infinite? In Antegods we use procedural generation to create unique levels for players to explore, ensuring that skills and collaboration are what win matches.
Design, Production

Game Design Deep Dive: Watch Dogs 2's Invasion of Privacy missions 1
by Christopher Dragert [04.03.17]
"IOP missions let players hack cameras, computers, and electronics. NPCs react in a way that expresses a narrative. Our aim was to deliver these missions fully motion captured, with seamless branching."
Console/PC, Programming, Design, Production, Deep Dive

Video Game Deep Cuts: Hitman vs. Edith Finch - Go!  
by Gamasutra Staff [04.03.17]
This week's Video Game Deep Cuts long read/video highlights include include Hitman level design, What Remains of Edith Finch, and much, much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Q&A: Soldak's lessons learned in 13 years of making RPGs 1
by Thomas Faust [03.31.17]
Steven Peeler has been developing RPGs as Soldak Entertainment for 13 years now, from his first title Depths of Peril up to last year's Zombasite. Here, he opens up about the things he's learned.
Console/PC, Indie, Design, Production

Video: The last game I make before I die: A Crashlands postmortem  
by Staff [03.31.17]
Butterscotch Shenanigans' Sam Coster speaks at GDC 2017 about the making of the studio's hit game Crashlands, which was made after he faced his mortality in the wake of a serious cancer diagnosis.
Indie, Design, Production, Video, Vault

We're chatting with the developers of The Great Whale Road at 3PM EDT  
by Bryant Francis [03.31.17]
If you seek wisdom on traveling the murky waters of Early Access, come chat with the folks behind The Great Whale Road today at 3PM EDT.
Console/PC, Design, Production, Video

Blog: Living the dream - From video game player to successful creator, part 2 1
by Gamasutra Community [03.31.17]
The second part of my story, charting how I took a love of games and turned it into a full-time job.
Design, Production, Business/Marketing

Blog: A postmortem of mobile game success, KleptoCats  
by Gamasutra Community [03.30.17]
Antonio Uribe, co-founder and director of HyperBeard Games, serves up an in-depth postmortem that spotlights the development of KleptoCats.
Programming, Design, Production