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July 4, 2015
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Updates » Production
Blog: The first 8 months - going free-to-play 3
by Gamasutra Community [05.20.15]
Experienced console devs go indie, go mobile, make their dream game, get featured by Apple, and decide to go free-to-play. The stats and thoughts behind the journey and decision.
Smartphone/Tablet, Indie, Production, Business/Marketing

Blog: Eight months of development in two minutes 2
by Gamasutra Community [05.20.15]
A video recap of the development of PlayStation Mobile indie game UFO Dad, along with one handy lesson from the playtesting the developers did.
Console/PC, Indie, Production

Video: John Carmack shares his vision for the future of mobile VR  
by Staff [05.19.15]
Speaking at GDC 2015, Oculus CTO John Carmack offers 90 minutes of actionable VR development advice, technical details, techniques and strategies you can use to amp up the quality of your VR games.
Smartphone/Tablet, Programming, Design, Production, Video, Vault

Don't Miss: John Romero and Tom Hall recount making Doom 2
by Staff [05.18.15]
Designers John Romero and Tom Hall share their stories of developing id Software's seminal first-person shooter Doom in this classic video postmortem from GDC 2011.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

The tools and tech of All Things Die 6
by Gamasutra Community [05.18.15]
The tech I'm employing / integrating / whatever-ing for my next game, All Things Die, including: Voxelfarm, Popcorn FX, and trueSKY.
Programming, Production

Where in the world did blockbuster educational games go? 31
by Bryant Francis [05.18.15]
From the late 1980's through the 1990's, as console games and computer games remained two very separate markets, a few PC studios regularly sold millions of educational games. So what happened?
Console/PC, Art, Production, Business/Marketing

Developers come clean about the realities of crunch 22
by Alex Wawro [05.15.15]
Kotaku has published a thorough feature aimed at exposing crunch culture to a broader audience that features developers coming clean about how they had to crunch, or why they made others do so.
Console/PC, Indie, Production

The existentialism of independent development 5
by Gamasutra Community [05.15.15]
"We are all free, for better or worse, and that all the events in our life that are under our control occur either because of our actions or inactions. There is no safety net. No divine path set ahead of you."
Indie, Production

Get a job: BioWare is hiring a Quality Analyst  
by Staff [05.14.15]
BioWare's Edmonton office, perhaps best known for its work on the Mass Effect and Dragon Age franchises, seeks a quality analyst to test and measure player experience of the studio's current project.
Console/PC, Production, Recruitment

Don't Miss: An MMO dev reflects on the decade of World of Warcraft 21
by Gamasutra Community [05.14.15]
Raph Koster looks back at the MMO juggernaut: "If anything, itís possibly the biggest game design achievement in all of virtual world history."
Social/Online, Design, Production, Business/Marketing

Watch a Republic Commando dev play the game and recount its creation 3
by Alex Wawro [05.14.15]
Heads up: Star Wars: Republic Commando lead programmer Brett Douville has begun livestreaming himself playing the game on his Twitch channel while discussing the ins and outs of its development.
Console/PC, Programming, Art, Audio, Design, Production, Video

Space Engineers dev offers $100k and full source code to modders 2
by Alex Wawro [05.14.15]
Keen Software House is making a show of supporting modders by releasing source code for its game Space Engineers and setting aside $100k to fund development of mods based on the game or its engine.
Indie, Production

An indie developer's toolbox 5
by Gamasutra Community [05.14.15]
How doing weekly standup meetings with other small indie developers keeps Tim Conkling honest about his work and on-task for the week.
Indie, Production

Going mobile the right way: A Crack Attack postmortem Exclusive 4
by Martin Wakeley [05.14.15]
Rare and Free Radical veteran Martin Wakeley writes a no-nonsense postmortem of Crack Attack, a mobile puzzle game that draws on his years of dev experience and love of smartphone games, too.
Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing, Exclusive

Tips for starting a mod project, from a Black Mesa dev 3
by Gamasutra Community [05.13.15]
Frank advice from the Half-Life modder: "If I saw these 10 years ago I probably would have thought 'Yeah, seems like good advice' and then promptly forgotten everything listed."
Console/PC, Indie, Programming, Production, Business/Marketing

Total bear chaos: A Rude Bear Raid postmortem 1
by Gamasutra Community [05.13.15]
A chaotic multiplayer Ludum Dare entry made over Skype? This in-depth postmortem peels apart the layers of Alex Rose's Rude Baer Raid and offers design and dev tips.
Indie, Design, Production

Deep inside No Man's Sky 1
by Christian Nutt [05.11.15]
In a new profile of No Man's Sky developer Hello Games, lead developer Sean Murray pulls back the curtain on an intriguing game that hasn't even yet been released.
Console/PC, Indie, Programming, Design, Production, Business/Marketing

What Kickstarter taught me about game development: A mid-campaign report 11
by Gamasutra Community [05.11.15]
"Give equal importance to development, polish and marketing; Don't lose focus of the big picture. Small changes on your demo can have a big impact. Use marketing to improve development and vice versa."
Indie, Production, Business/Marketing

Work / Life / Work Balance: Making two games at once, and surviving Exclusive 15
by Alex Wawro [05.11.15]
Gamasutra speaks to developers who are working on multiple projects simultaneously to learn how and why they spend ten hours a day making a game -- and then come home and work on another game.
Console/PC, Indie, Design, Production, Exclusive

Blog: The final days of a game's development could be the hardest ones 2
by Gamasutra Community [05.11.15]
"Never underestimate the last stage of the development of a game: Whether is called promotion, polishing, testing or all of them they are necessary and they take time (a lot)."
Indie, Production