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May 29, 2016
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May 29, 2016
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Updates » Production
Don't miss: The Game Outcomes Project, Part 1: The Best and the Rest 21
by Gamasutra Community [04.19.16]
Veteran developers who have worked on many different teams often remark that they see vast cultural differences between them, but what causes the differences between those teams?
Production

Blog: Why a swear-word filter first? My unusual development priorities 7
by Gamasutra Community [04.19.16]
"I've prioritized some unusual aspects of my game over developing gameplay features or producing content: a swear-word filter, menus, and a tutorial. Those are all things that usually tend to get taken care of at the end of production."
Indie, Production

Insomniac doubles down on VR, announces two Oculus-exclusive titles  
by Kris Graft [04.18.16]
We speak with Insomniac Games' Ted Price and Oculus' Jason Rubin about the decision to build platform exclusivity for VR, and what's next in developing virtual reality games.
VR, Design, Production

How Grim Dawn carved a niche in the competitive action RPG genre 3
by Bryant Francis [04.18.16]
So-called "dead" genres don't tend to stay dead. Grim Dawn, born from the ashes of the Titan Quest engine, is one case study in how game genres fall and rise again.
Console/PC, Design, Production, Business/Marketing, Video

Classic Postmortem: Treyarch's 2002 Spider-Man GDMag Exclusive 2
by Jamie Fristrom [04.15.16]
The popular tie-in game to the Sam Raimi film turns 14 today. To mark the occasion, we're republishing this postmortem developer Jamie Fristrom wrote for Game Developer magazine soon after release.
Console/PC, Design, Production, History, GD Mag Exclusive

Don't Miss: John Romero and Tom Hall recount the making of Doom 10
by Staff [04.15.16]
As a new Doom game draws nigh, watch original designers John Romero and Tom Hall share their stories of developing id Software's seminal first-person shooter Doom in this classic video postmortem.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Maps to the stars of '80s and '90s game development 5
by Gamasutra Community [04.15.16]
Japanese game dev offices of the classic era: "The layouts also reveal a lot about a company's workings, how it functioned, how it structured its workflows, how it regarded certain employee positions... Some make no sense whatsoever."
Console/PC, Production

Video: Rocket League's road from cult classic to surprise success  
by Staff [04.15.16]
At GDC 2016,†Psyonix design director Corey Davis stepped up to the stage to share†examples of how the Rocket League team avoided screwing up what evolved into a simple, but deep, experience.
Social/Online, Indie, Design, Production, Business/Marketing, Video, Vault

Why beta testers are so valuable: Examples from real life  
by Gamasutra Community [04.15.16]
"One of the last efforts has been balancing the game using beta testers outside of our own dev team. We feel that this final testing phase has turned out to be possibly the most important phase of the development."
Smartphone/Tablet, Production

Porting a game to the real world with Real Escape/Zero Escape  
by Kris Graft [04.15.16]
What are some of the principles of Escape Room design, and how do they overlap with video game design? We checked in with the makers of the Zero Escape puzzle room in Los Angeles to find out.
Console/PC, Design, Production

PixelJunk Eden art and sound director joins series creator, Q-Games  
by Chris Kerr [04.15.16]
Japanese multimedia artist and composer,†Baiyon, who made a name for himself working on PixelJunk Eden, Panoramical, and LittleBigPlanet 2, has joined Q-Games as creative producer.†
Console/PC, Production

The story behind NetHack's long-awaited update--the first since 2003  
by John Bridgman [04.15.16]
Meet the team behind the 3.6.0 update of the venerable NetHack--the first update since 2003. Some are former fans. Others have been involved with the game since it first debuted in the summer of 1987.
Indie, Programming, Design, Production, History

Get a job: Media Molecule is hiring a Server Developer 1
by Staff [04.14.16]
The LittleBigPlanet developer is looking to hire a network and server development expert to develop online services for its upcoming game Dreams, including real-time game systems and content storage.
Social/Online, Programming, Production, Recruitment

Video: A brief history of PlayStation, from one-time frontman Phil Harrison  
by Staff [04.14.16]
Phil Harrison's microtalk on the history & impact of the original Sony PlayStation, a segment of the very special "Flash Backward" presentation at GDC 2016, is peppered with interesting insights.
Console/PC, Production, Business/Marketing, Video, Vault

Registration is now open for GDC Europe 2016!  
by Staff [04.14.16]
Game makers, take note: You can now register early at a discounted rate to attend this year's GDC Europe, which will once again be held in Cologne, Germany August 15th and 16th.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Breaking down the data behind Shovel Knight's million-selling milestone 7
by Gamasutra Community [04.14.16]
Yacht Club Games' David D'Angelo tells the complete story of the sales stats for indie wunderkind Shovel Knight, including the impact of a retail release, Amiibo sales, and free DLC -- across all platforms.
Console/PC, Indie, Production, Business/Marketing

Blog: Staying content in the game industry 1
by Gamasutra Community [04.14.16]
"Recently I was having a discussion with a couple of game developer friends about the perfect industry role. Inevitably the conversation progressed on to the challenges of staying content and motivated over the course of a project."
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing, Recruitment

Rust dev Garry Newman defends game's randomly assigned race and gender 18
by Christian Nutt [04.13.16]
"Ultimately the decision comes down to gameplay. We donít believe that letting you choose your race and gender would improve the game." - Rust dev Garry Newman
Console/PC, Indie, Design, Production

NYU Game Center Incubator opens up to all devs  
by Christian Nutt [04.13.16]
A $450,000 grant has enabled the program, formerly open only to NYU student devs, means that the program is now accepting open applications.
Indie, Production, Business/Marketing

How functional QA works: A quick guide  
by Gamasutra Community [04.13.16]
"If I were to again build a test organization, providing the very best support in each stage of the SDLC, it would look something like this."
Console/PC, Smartphone/Tablet, Production