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August 28, 2016
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August 28, 2016
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Updates » Production
Don't Miss: Catching up with Amplitude Studios and Endless Legend 7
by Leigh Alexander [07.05.16]
In this timeless feature we catch up with Amplitude Studios, the versatile and surprising team behind Endless Legend -- a lovely strategy game that goes far beyond the genre's traditional appeal.
Console/PC, Indie, Design, Production

Attend GDC Europe and learn what it's like to develop a game in public  
by Staff [07.05.16]
Vlambeer cofounder Rami Ismail is coming to GDC Europe to talk about lessons learned from the studio's experience developing Nuclear Throne live on Twitch.
Indie, Production, GDC Europe

TIGA implores UK government to protect EU migrants, warns of damage to games industry 6
by Chris Kerr [07.05.16]
In the wake of the UK's decision to leave the European Union, trade body TIGA says it's imperative that the existing rights of EU citizens working in the UK are protected.
Design, Production, Business/Marketing

Designing a production process: Part 1 18
by Kris Graft [07.01.16]
Part one of a three-part series where I break down our production process on Star Wars: First Assault, which was designed using an iterative production methodology developed by Jeff Morris.
Production

DotEmu's bid to port Titan Quest to smartphones  
by Jennifer Allen [06.30.16]
How can you possibly translate a 60-hour action RPG from PC to iOS? DotEmu, a company that has ported classics like The Last Express and Another World, decided to give it a try.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Video

Video: So, they made you a lead -- now what?  
by Staff [06.30.16]
In this 2015 GDC Europe talk Double Fine's Oliver Franzke shares lessons learned from settling into a leadership position and gives devs advice on picking up the necessary skillsets for leadership.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video, Vault

Remastered Bioshock collection to include never-before-seen director's commentary  
by Chris Kerr [06.30.16]
2K has confirmed it'll be releasing a remastered BioShock collection later this year on PC, PS4, and Xbox One. 
Console/PC, Design, Production

Blog: 5 ways I screwed up my game's launch 16
by Gamasutra Community [06.30.16]
"The launch of Sol Trader did not go according to plan. Here's my take on what happened, and what I'm doing about it for a 1.1 release in July."
Indie, Production, Business/Marketing

Don't Miss: Reflections on the afterimage of Final Fantasy VII 14
by Christian Nutt [06.29.16]
In this timeless feature, Christian Nutt plays the 1997 original and considers what lessons the nearly 20-year old game, soon to be remade for its anniversary, holds for the game developers of today.
Console/PC, Programming, Art, Audio, Design, Production

Insomniac gets personal with undersea game Song of the Deep  
by Joel Couture [06.29.16]
"I wanted the hero of this game, Merryn, to be something different. I wanted her to show that you didn’t need to be either sexy or badass to be a hero."
Console/PC, Design, Production, Video

Video: Lessons learned developing 2 games for 4 VR platforms  
by Staff [06.28.16]
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, Indie, Programming, Design, Production, Business/Marketing, Video, Vault

Don't Miss: The tricky history of Tony Hawk's Pro Skater 10
by Matt Barton, Bill Loguidice [06.28.16]
In this timeless 2009 feature Bill Loguidice and Matt Barton trace the history of Tony Hawk's Pro Skater, the game that popularized a niche genre and sparked a host of imitators.
Console/PC, Programming, Design, Production, Business/Marketing

Lumberyard beta 1.3 brings improved graphics and greater VR support  
by Chris Kerr [06.28.16]
The release of Lumberyard beta 1.3 marks the first time the fledgling engine has received a significant graphical boost since being unveiled in February.
VR, Console/PC, Programming, Production

Press Play co-founders regroup to form new studio, Lightbulb  
by Chris Kerr [06.28.16]
"We are excited to be back and to embark on this new challenge as Lightbulb games. We're a bunch of battle proven veterans from Press Play, who together cover all the bases needed to create Pioneers."
Console/PC, Production, Business/Marketing, Video

Video: The past, present and future of League of Legends eSports  
by Staff [06.27.16]
Riot VP Dustin Beck hopped onstage at GDC 2016 to break down the details of League of Legends' eSports ecosystem, pointing out how -- and why -- Riot has supported its remarkable growth.
Console/PC, Social/Online, Production, Video, Vault

What Failbetter's co-founder learned from seven years of indie dev 1
by Chris Kerr [06.27.16]
"I have to say that if I had everything to do over, I'd hire slower or spend more time looking for funding or put the effort into trying to get profitable with our own stuff."
Indie, Production, Business/Marketing

Halo Wars 2 and the challenge of bringing new players into the RTS genre 2
by Bryant Francis [06.24.16]
343 and Creative Assembly think they've figured out how to attract new players to the strategy genre with their latest entry in the Halo Wars series.
Console/PC, Design, Production, Video, E3

How much time and money should QA take (pt. 2)?  
by Gamasutra Community [06.24.16]
Project planning sets the scope of the game and its features and, through those, the amount of effort, time and money that is planned for it.
Production, Business/Marketing

7 successful Early Access games that all developers should study 4
by Holly Green [06.24.16]
We sought input from several game developers on which games offer instructive examples of how to truly take full advantage of an early access campaign.
Console/PC, Design, Production, Business/Marketing

Video: How Blizzard designed StarCraft II to be an eSport  
by Staff [06.23.16]
At GDC 2011 Blizzard's Dustin Browder takes the stage to deconstruct the design of Starcraft II and examine how its competitive multiplayer was tuned to serve the needs of a global eSports community.
Console/PC, Social/Online, Design, Production, Business/Marketing, Video, Vault