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July 29, 2016
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July 29, 2016
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Updates » Production
VR support comes to Amazon's Lumberyard engine, starting with Rift and Vive 1
by Alex Wawro [06.06.16]
There's a new update coming to Amazon's Lumberyard engine in the next few weeks, Lumberyard Beta 1.3, that will add support for the Oculus Rift, HTC Vive and other virtual reality headsets to the nascent game engine.
VR, Production

GDC Europe: Get a behind-the-scenes look at Call of Duty art production  
by Staff [06.06.16]
Come to GDC Europe and check out the "Art Production for 'Call of Duty'" talk to hear Activision Blizzard's Carlos Garcia & Red Hot CG's Claas Grimm take you behind the scenes of AAA game production.
Console/PC, Art, Production, GDC Europe

Video blog: An inside look at one motion capture studio  
by Gamasutra Community [06.06.16]
A peek inside Fast Motion Studios, which has worked on films such as Pacific Rim, as well as television and video games.
Art, Production

Video: Game design and mind control in Superhot 1
by Staff [06.03.16]
At GDC 2016, game director Piotr Iwanicki detailed Superhot's design process and how its developers ultimately leaned in to the "mind control" elements of the game's narrative to build a better game. 
Indie, Design, Production, Video, Vault

Frontier inadvertently drives Elite: Dangerous AI to create superweapons 2
by Alex Wawro [06.03.16]
Frontier's recently-released Elite: Dangerous expansion had the unexpected consequence of empowering the AI to merge weapons and abilities, creating ad hoc superweapons that now threaten players.
Social/Online, Production

The Wit.nes is a Witness demake for the original NES  
by Alex Wawro [06.03.16]
Dustin Long has created a "demake" version of the game for the Nintendo Entertainment System, The Wit.nes, as a "reinterpretation and tribute" to Thekla's recently-released puzzle game.
Console/PC, Production

Blog: Releasing a LibGDX Java game on Steam 1
by Gamasutra Community [06.03.16]
The indie developer behind Early Access sandbox game The Hinterlands explains how to prepare and upload your LibGDX Java game to Steam.
Programming, Production

Get a job: Telltale Games is hiring a Producer  
by Staff [06.02.16]
California developer Telltale Games is looking to hire a producer with development and management experience to ensure continued success of the company's episodic games model.
Console/PC, Production, Recruitment

Failbetter Games announces first titles to be published through Fundbetter  
by Bryant Francis [06.02.16]
UK dev studio Failbetter Games announces the first games to be published through its Fundbetter initiative.
Console/PC, Indie, Production, Business/Marketing

Game Design Deep Dive: Dying Light's Natural Movement system 3
by Maciej Binkowski, Bartosz Kulon, Paul Milewski [06.02.16]
"So many of the established smoke and mirrors techniques you use in level design just didn’t work for us. We actually had to put full environments behind the curtain, so to speak."
Console/PC, Programming, Art, Design, Production, Video, Deep Dive

Unreal 4.12 launches with Sequencer animation and VR Editor tools 1
by Bryant Francis [06.01.16]
The latest update to the Unreal Engine is out and includes the Sequencer and VR editing tools announced earlier this year.
Console/PC, Production, Business/Marketing

How to better brainstorm your next game project  
by Staff [06.01.16]
Our sister site, GameCareerGuide, helps new developers build their best career. Here's a sample of a recent topic: How do you get the most out of your next dev team brainstorming session?
Console/PC, Indie, Production, Recruitment, Student/Education

Valve releases The Lab renderer for free to Unity devs  
by Alex Wawro [06.01.16]
Heads up, Unity devs: You can now download the set of scripts and shaders (plus source code) Valve used to render its Portal-inspired package of room-scale VR experiences, The Lab.
VR, Production

How music can intensify video games (part II)  
by Gamasutra Community [06.01.16]
Let's move on to the more musical meat-and-bones of the topic: the actual harmonic textures and chord structures of our compositions in video games.
Audio, Production

Blog: SpriteRenderer vs. UIImage (CanvasRenderer) in Unity 3
by Gamasutra Community [06.01.16]
Here's a game developer's detailed presentation of the difference between SpriteRenderer and UIImage (CanvasRenderer) in Unity.
Indie, Programming, Production

Kerbal Space Program's lead developer steps down  
by Bryant Francis [05.31.16]
Kerbal Space Program's Felipe Falanghe steps down as lead developer on the game.
Console/PC, Production, Business/Marketing

Uncharted 4 and the impact of Naughty Dog's aversion to producers 5
by Alex Wawro [05.31.16]
"Producers become a crutch," Naughty Dog's Evan Wells tells the L.A. Times in a new feature on the studio's process. "We want people to get out of their chair and get the help they need immediately."
Console/PC, Production

The story behind post-nuclear survival game 60 Seconds! 2
by Gamasutra Community [05.31.16]
With over 200,000 players, 60 Seconds! is an indie success. But it didn't come easy. Dominik Gotojuch, founder of developer Robot Gentlemen, explains.
Indie, Design, Production, Business/Marketing

Self-evolving game content using player feedback 8
by Gamasutra Community [05.30.16]
What if we could make our generated content self-evolving? What if we could make our games become better over time?
Programming, Design, Production

#SelfieTennis Q&A: Mixing goofiness, bloodlust, sports, and unicorns  
by Joel Couture [05.30.16]
#SelfieTennis is a VR room-scale game for the HTC Vive. Also, it's completely insane. We spoke to Julie Heyde of the studio VRUnicorns about the making of the game.
Indie, Design, Production, Video