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September 25, 2016
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September 25, 2016
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Updates » Production
GDC 2017 seeks your best Business and Production talk submissions  
by Staff [08.05.16]
Hey devs, GDC organizers are looking for great submissions of interesting, cutting-edge Production or Business talks for the GDC 2017 Main Conference, from now through August 18th.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production, Business/Marketing, GDC

Blog: Concealed Intent development postmortem  
by Gamasutra Community [08.05.16]
What went right and what went wrong during the development of turn-based space combat title, Concealed Intent? Creator Charles Cordingley reveals all.
Console/PC, Design, Production

Don't Miss: David Cage's classic postmortem of Indigo Prophecy 5
by David Cage [08.04.16]
With Quantic Dream's Indigo Prophecy now coming to PS4, it's a good time to take a look back at this feature-length postmortem of the game's development by designer and writer David Cage.
Console/PC, Programming, Art, Audio, Design, Production

Quadrilateral Cowboy dev on indie essentials and fluid game design  
by Chris Kerr [08.04.16]
"I think the sweet spot is in making the thing you want to make, and having more than enough resources and skills to execute it."
Indie, Design, Production, Business/Marketing

Blog: The relationship between monetization and player behavior  
by Gamasutra Community [08.04.16]
Seasun Inc's director of product development, Mantin Lu, offers some thoughts on the relationship between monetisation and player behaviour.
Production, Business/Marketing

Blog: Programmer experience  and why UX matters everywhere 1
by Gamasutra Community [08.04.16]
Programmer Bruno Mikoski's explains how Unity developers can pave the way towards an ultimate end-user UX.
Design, Production

When a game developer is put in charge of an art exhibit...  
by Chris Priestman [08.04.16]
Santa Ragione tells us about the process of curating the Triennale Game Collection, a free mobile app commissioned by Milanese museum that features minigames by indie luminaries from around the world.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Video

Blog: A brief history of text game puzzles 2
by Gamasutra Community [08.03.16]
Robert Gordon University lecturer Michael Heron turns back the clock to look at how modern-day puzzles have been influenced by their text-based forefathers.
Design, Production

Blog: The elusive power of video games for education 12
by Gamasutra Community [08.03.16]
Do video games and education really go hand in hand? Epic Games' director of user experience, Celia Hodent, shares her views.
Design, Production

Ubisoft details the creation of VR flying game Eagle Flight at VRDC  
by Staff [08.03.16]
Ubisoft Montreal's Olivier Palmieri will be sharing lessons learned from his work designing the remarkable VR flight game Eagle Flight at VRDC in San Francisco this November.
VR, Design, Production

Blog: 30 months of learning and shaping our first indie game. 4
by Gamasutra Community [08.03.16]
Fat Panda director Gerardo Garcia on how post-launch blues helped reshape his approach to game development.
Console/PC, Design, Production, Business/Marketing

Video: Crafting the striking art style of Monument Valley  
by Staff [08.02.16]
At GDC 2015, Monument Valley lead designer Ken Wong speaks to how the team designed the game's unique look, drawing on Influences as wide ranging as M.C. Escher and Japanese flower arrangements.
Smartphone/Tablet, Art, Production, Video, Vault

EA veteran Richard Hilleman joins Amazon Game Studios  
by Chris Kerr [08.02.16]
EA's former chief creative director Richard Hilleman will be ending his short hiatus to join Amazon Game Studios.
Production, Business/Marketing

Don't Miss: 10 seminal game postmortems every developer should read 3
by Alex Wawro [08.01.16]
These timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, detail the trials and triumphs of developing games like Deus Ex and System Shock 2.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

The 2017 Independent Games Festival opens calls for submissions  
by Staff [08.01.16]
Submissions are now officially open for the 2017 Independent Games Festival, the signature competition for indie games, to be held for its 18th year during GDC 2017 in San Francisco next March.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, IGF

WorkStation: The spaces where 22 different game-makers build worlds 5
by Simon Parkin [08.01.16]
What kind of work stations have Brenda Romero, Masaya Matsura, Ed McMillen, Dylan Cuthbert, Meg Jayanth, and Porpentine created for themselves? We got photos and descriptions from 22 star developers.
Console/PC, Indie, Production

Get a job: Be an Art Director at Big Fish Games  
by Staff [07.29.16]
Big Fish seeks an experienced hand to join the team as a senior art manager or art director and mentor, manage and lead a team of designers across its portfolio of mobile F2P game projects.
Smartphone/Tablet, Art, Production, Recruitment

Blog: Creating an arcade game in Unity 4
by Gamasutra Community [07.29.16]
Indie game dev Martino Wullems explains how he overcame numerous hurdles to create his first arcade game using Unity.
Console/PC, Design, Production

Blog: Unprecedented raw footage of the Japanese games industry 5
by Gamasutra Community [07.29.16]
A collection of videos from John Szczepaniak's recent documentary that shine a light on the forgotten history of Japanese game development.
Programming, Production

Q&A: Stifled dev on building a horror game around sound 1
by Jeremy Ooi [07.28.16]
Gattai Games' Stifled plunges players into darkness, and forces them to find their way using echolocation--that is, making sounds through a microphone.
Indie, Art, Design, Production, Video