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April 30, 2016
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April 30, 2016
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Updates » Production
Finji's Adam Saltsman: Tips for deciding which game ideas to pursue 8
by Chris Baker [03.17.16]
In his Wednesday GDC talk, Adam Saltsman of Finji describes a nightmare scenario that will give any game developer chills.
Indie, Design, Production, Business/Marketing, GDC

Three mistakes to avoid when you're making your first game(s) 7
by Gamasutra Community [03.17.16]
"I've experienced and seen a lot of mistakes which young and/or inexperienced developers do. Some of them are mistakes that you cannot avoid; others are mistakes that could -- with good mentoring or consultation -- be avoided."
Console/PC, Smartphone/Tablet, Indie, Design, Production

Yuting Su's Octobo: A 21st Century Teddy Ruxpin  
by Katherine Cross [03.17.16]
Developer Yuting Sus adorable one-eyed Octobo is something of a Teddy Ruxpin style storytelling cuddlebug that is meant to provide a cute, interactive experience for young, new readers.
Indie, Design, Production, Video, GDC

Tequila Works reacquires Rime rights from Sony, could go multi-platform  
by Chris Kerr [03.17.16]
Spanish developer Tequila Works has reacquired the rights to its cel-shaded adventure title, Rime, from Sony.
Console/PC, Production, Business/Marketing

Why all deadlines are bad for quality 17
by Gamasutra Community [03.17.16]
"In this article I will explore why I think that deadlines should never be communicated to the development teams, and why all deadlines are basically meaningless anyway."
Console/PC, Smartphone/Tablet, Production

Witcher 3 wins Game of the Year at 16th annual Game Developers Choice Awards  
by Staff [03.16.16]
CD Projekt Red's expansive open-world game leads a list of award-winning games that include IGF darling Her Story, Psyonix's Rocket League, Dontnod's Life is Strange and more.
Console/PC, Indie, Programming, Art, Audio, Design, Production, GDC

Her Story takes home top honors at the 18th annual IGF Awards  
by Staff [03.16.16]
In addition to the grand prize, Sam Barlow's Her Story also received the top honor for Excellence in Narrative. Read on for the full list of award winners!
Indie, Programming, Art, Audio, Design, Production, GDC

GDC Highlights: Epic acting, Disney crosses roads, & #1reasontobe  
by Bryant Francis [03.16.16]
With day 3 of GDC16 complete, we're bringing you a sample of news and reactions from the show floor and viewers at home.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Production, Business/Marketing, GDC

Upgrade kits, lawsuits and Lite-Brite: How Ms. Pac-Man was made 3
by Alex Wawro [03.16.16]
Im Steve Golson, and youre all here to hear about Ms. Pac-Man, he said, by way of opening a postmortem of his work on the arcade classic at GDC. Here are some choice highlights of the crazy tale.
Console/PC, Programming, Art, Design, Production, Business/Marketing, GDC

Quality is worth killing for: Supercell's ruthless approach to production 7
by Kris Graft [03.16.16]
According to Supercell game lead and artist Jonathan Dower, the company's success came in part because the company wasnt afraid to kill games that were not up to snuff and move on.
Smartphone/Tablet, Design, Production, Business/Marketing

Here's what Sony wants devs to know about making PlayStation VR games 6
by Alex Wawro [03.16.16]
Today at GDC Sony sponsored a talk on developing for PSVR, debuting an informal "VR consultation service" for devs and pitching them on PSVR's capacity to allow for local multiplayer VR games.
VR, Programming, Design, Production, GDC

GDC looks back for 30th edition with all-star microtalks  
by Simon Carless [03.16.16]
Kicking off the Game Developers Conference 2016 in style, an all-star set of microtalks took us through the major trends the game industry has seen across 30 editions (and 29 years) of the show.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

When not to go to Early Access 1
by Gamasutra Community [03.16.16]
"From the people I've spoken with, most of the time Early Access is going to be the best option. With that said, understanding what works and doesn't work on the model will determine whether or not your game will succeed."
Console/PC, Indie, Production, Business/Marketing

IGDA announces crunch tracking and reward initiative 1
by Bryant Francis [03.16.16]
The IGDA announces it will begin tracking crunch practices industry-wide with an emphasis on uncompensated crunch time, and give attention and awards to companies with best crunch time practices.
Console/PC, Social/Online, Production, Business/Marketing

Lumberyard update brings mobile support and deeper Twitch integration  
by Chris Kerr [03.16.16]
Amazon has released the first update for its powerful free game engine, Lumberyard, which launched in beta form less that five weeks ago.
Programming, Design, Production

Better games from player diaries and data  
by Gamasutra Community [03.16.16]
"This diary tool gives the developers a truly nuanced and deep understanding of players motivations over time, their moment-to-moment reactions over weeks and even months."
Console/PC, Smartphone/Tablet, Indie, Design, Production

Blog: In mobile games, small is much, much better 2
by Gamasutra Community [03.16.16]
"OK, what benefits do we get from this? A very small static footprint. About 11MB on iOS. Ravioli is very fast to download and install, which really helps in low-bandwidth situations. The memory footprint is insignificant."
Smartphone/Tablet, Programming, Production

GDC Highlights: Engine action, VR pricing, and effective advocacy  
by Bryant Francis [03.15.16]
With Day 2 of GDC complete, we've brought you a quick roundup of news, takes, and insight from the show floor.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing, GDC

Crytek is making the next version of CryEngine pay-what-you-want 1
by Kris Graft [03.15.16]
"If you can't afford to give us anything, that's okay," said CryEngine exec Frank Vitz during a GDC event today where Crytek announced CryEngine is going to a pay-what-you-want business model.
VR, Console/PC, Indie, Production, Business/Marketing, GDC

Devs share real talk about surviving the latest 'indiepocalypse' 7
by Alex Wawro [03.15.16]
Indie devs from across the industry took the stage at GDCs Independent Games Summit today to give their own answers to a simple question: what do we mean when we talk about the 'indiepocalypse'?
Indie, Design, Production, Business/Marketing, GDC, SOPA