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March 4, 2015
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March 4, 2015
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Updates » Production
Different testing approaches for mobile games 3
by Gamasutra Community [01.27.15]
An overview of what you need to know about testing your mobile game -- "a look at different mobile game testing approaches, as well as infrastructural and architectural aspects of mobile game testing."
Smartphone/Tablet, Production

The Game Outcomes Project: What great teams do 15
by Gamasutra Community [01.27.15]
The Game Outcomes Project concludes its inaugural series of posts with a summary -- one that lists 40 factors that make for great teams, ordered from most to least relevant.
Console/PC, Production

We want your Global Game Jam blogs! 1
by Christian Nutt [01.26.15]
This past weekend, the Global Game Jam took place across over 500 sites around the world. Were you a participant? Blog about your experience and your game!
Console/PC, Smartphone/Tablet, Indie, Production

Don't Miss: David Cage's Indigo Prophecy postmortem 5
by David Cage [01.26.15]
In this classic 2006 Game Developer Magazine article, Indigo Prophecy/Fahrenheit creator David Cage writes candidly about what went right -- and wrong -- during the game's development.
Console/PC, Design, Production

Postmortem: Space combat and trading sim Starpoint Gemini 2 5
by Gamasutra Community [01.26.15]
Mario Mihokovic, CEO at Croatia's Little Green Men Games, writes about what went right, wrong, and key takeaways from the development of space sim Starpoint Gemini 2.
Console/PC, Indie, Production, Business/Marketing

The rough road of taking HyperBowl from arcade attraction to mobile game  
by Gamasutra Community [01.23.15]
A 2001 arcade attraction game becomes a modern mobile title -- a fascinating story that includes crashed PCs, difficult data exports, and a move to Unity.
Smartphone/Tablet, Indie, Programming, Production, Business/Marketing

Interactive storytelling a top priority at new studio from Brothers designer 5
by Phill Cameron [01.23.15]
We talk to Hazelight's writer and director Josef Fares about the transition from Starbreeze to forming an independent studio, as well as his thoughts on the state of interactive story telling in 2015.
Console/PC, Indie, Design, Production

Work for hire horror: How keeping calm can lead to success 1
by Brandon Sheffield [01.22.15]
Lessons in how not burning bridges and putting up with publisher BS can lead to lucrative development contracts -- if you can keep your wits about you and your head above water.
Smartphone/Tablet, Indie, Production, Business/Marketing

Don't Miss: 7 truths about indie game development 42
by Gamasutra Community [01.21.15]
If you think you're going to make one game and hit it out of the park creatively and financially, think again. If you're in it for the long haul, writes Sarah Woodrow, you have a chance to make it.
Indie, Production, Business/Marketing

Brian Moriarty explains Loom in GDC 2015 Classic Game Postmortem 1
by Staff [01.21.15]
Brian Moriarty, author of influential Infocom games like Trinity and Beyond Zork, will be delivering a Classic Game Postmortem on the groundbreaking 1990 graphic adventure game Loom at GDC 2015.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

'Crunch makes games worse': The latest data from Game Outcomes Project 91
by Gamasutra Community [01.21.15]
If you ask anyone in the industry about crunch, you're likely to hear opinions stated very strongly and matter-of-factly, based on that person's individual experience. But here's some hard data.
Production

Video: 'Reclaiming my soul' or 'Why I quit making F2P social games'  
by Staff [01.20.15]
Experienced game maker Caryl Shaw (EA, Kixeye, Ngmoco, Telltale Games) shares what she's learned in transitioning back and forth between AAA and F2P development in this GDC Next 2014 talk.
Console/PC, Social/Online, Production, Video, Vault

Reminder: Just over 24 hours left to register early for GDC 2015 1
by Staff [01.20.15]
With just over a day left until early registration for GDC 2015 ends on January 21, conference organizers are encouraging anyone interested in attending to register now at the discounted rate.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Changing project leads in the middle of development  
by Gamasutra Community [01.20.15]
Changing the project leads midway through the development is always traumatic for the team. But could we find the safest way to deal with it?
Production

Postmortem: Monolith Productions' Middle-earth: Shadow of Mordor 7
by Michael de Plater [01.20.15]
What went right and wrong during development of the award-winning open-world game Middle-earth: Shadow of Mordor, an "enormously educational experience" for Monolith.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Overcoming Impostor's Syndrome 37
by Gamasutra Community [01.19.15]
"You realize that you donít deserve to be here. You do not belong. You see amazing, talented people with more experience and talent, and you know you arenít qualified to work in their industry."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

'Has making games gotten easier or harder as you get older? Why?' 7
by Alex Wawro [01.16.15]
As the game industry matures, developers must balance the demands of their careers with the realities of growing older. Gamasutra asks its Twitter followers whether things get easier -- or harder.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Video: There and Dad Again, an Octodad: Dadliest Catch postmortem  
by Staff [01.16.15]
At GDC Next 2014, Young Horses cofounders Phil Tibitoski and John Murphy discussed the methods they used to create a successful [joke] game, work better as a team, and learn to love again.
Indie, Design, Production, Video, Vault

10 quotes every game developer should remember 12
by Alex Wawro [01.15.15]
From Carmack to Wallick to the makers of Monument Valley, here are ten nuggets of timeless advice from game developers across the industry.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Naughty Dog's Uncharted postmortem 5
by Richard LeMarchand, Neil Druckmann [01.15.15]
Naughty Dog called the original Uncharted their 'biggest and most complex' challenge to date, and shared successes and stumbles in this fascinating postmortem first published in 2008.
Console/PC, Design, Production