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May 24, 2013




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Updates » Production
Gender, cloning and heartfelt goodbyes from the GDC 2013 showfloor  
by Staff [04.05.13]
Here's our last One Life Left vs. Gamasutra episode of GDC 2013, recorded on the show floor at lunchtime on Friday with a tremendous stream of guests, gently interrogated.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, Video, GDC

How XCOM: Enemy Unknown overcame the accessibility stigma GDMag Exclusive 11
by Staff [04.05.13]
In the postmortem for the April 2013 issue of GD Mag, Garth DeAngelis, lead producer on XCOM: Enemy Unknown, discusses the decisions that went into building an optional, integrated tutorial into the game.
Console/PC, GD Mag, Design, Production, GD Mag Exclusive

Industry in flux: What we learned from Game Developer's 2012 Salary Survey GDMag Exclusive 20
by Patrick Miller [04.04.13]
The 2012 Game Developer Salary Survey is available in the April issue of Game Developer magazine! U.S. average salaries rose, layoffs continue to trend downwards, and devs are worried about change.
Console/PC, Social/Online, GD Mag, Programming, Art, Audio, Design, Production, Business/Marketing, GD Mag Exclusive

Video: How Assassin's Creed III's many studios collaborated  
by GDC Vault Staff [04.04.13]
Five Ubisoft studio leads held a production panel at GDC 2013 to discuss the different models used to overcome the challenge of collaborating on a large scale for Assassin's Creed III.
Console/PC, Production, Video, GDC

A postmortem of Pixeljunk 4am from its lead designer Exclusive 5
by Staff [04.04.13]
"Well, there's music, and there's a PlayStation Move. Off you go." These were the directions given to the team behind the PlayStation Network's unique musical toy.
Console/PC, Programming, Art, Design, Production, Exclusive

Exploring video game animation with a film industry veteran Exclusive 25
by Mike Rose [04.04.13]
Lionel Gallat has been working on animated movies for over 15 years now, serving as animation director on films like Despicable Me and The Lorax. Now he's making video games, and spotting comparisons everywhere.
Console/PC, Indie, Programming, Art, Design, Production, Exclusive

GDC Video: Making the Atari coin-op classic Crystal Castles 3
by GDC Vault Staff [04.03.13]
Franz Lanzinger's GDC 2013 postmortem of Atari arcade game Crystal Castles is now free and includes a Q&A with the original dev team and a live session with Lanzinger himself playing piano pieces from the game.
Console/PC, Programming, Design, Production, Video

Listen to Fullbright, Harmonix and NYU from the GDC floor  
by Staff [04.03.13]
As the final lectures of last Thursday finished, One Life Left convened another diverse panel to chat some more about life making games in 2013. Click through for portals, storytelling and secrets.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, Video, GDC

Postmortem: Pixeljunk 4am Exclusive 5
by Frank Cifaldi [04.03.13]
"Well, there's music, and there's a PlayStation Move. Off you go." These were the directions given to the team behind the PlayStation Network's unique musical toy.
Console/PC, Design, Production, Exclusive

Motivation, cross-media pollination and the creative process  
by Staff [04.02.13]
GDC 2013 might be over, but you can relive One Life Left's relentless guest schedule, which includes game experts from Double Fine, Lady Shotgun and Spry Fox. Put these people in your ears now.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, Video, GDC

GDC Europe 2013's call for talks now open until April 22  
by Staff [04.02.13]
The call for submissions to present talks at this August's Gamescom co-located 2013 Game Developers Conference Europe is now open through Monday, April 22.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Video: Spec Ops: The Line contextualizes violence through story 1
by GDC Vault Staff [04.01.13]
Spec Ops: The Line lead writer and narrative designer Walt Williams discusses at GDC 2013 a four-step process, dubbed "the illusion of casuality," used to make the moment-to-moment violence in-game meaningful.
Console/PC, Design, Production, Video, GDC

GDC 2013 reveals record 23,000 attendees, next year's show dates 1
by Staff [04.01.13]
Game Developers Conference organizers have revealed a record 23,000 people attended last week's event in San Francisco, also revealing March 17th-21st, 2014 as next year's dates for the show.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

A bit of Kickstarter, a bit of zombies, more on hugging games  
by Staff [03.29.13]
The Official GDC Podcast crew tackles the big topics: Kickstarter, diversity, the challenges in writing for interactive media, the universality of zombies, hugs (again), schedule highlights and how to be disturbing.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, Video, GDC

Video: Candy Crush Saga uses luck in the right places 6
by GDC Vault Staff [03.29.13]
In a full house at GDC 2013, King.com's Tommy Palm delivered a postmortem for Candy Crush Saga, one of the most popular social games on the market today.
Console/PC, Social/Online, Smartphone/Tablet, Programming, Design, Production, Business/Marketing, Video, GDC

GDC Day 4: Facebook, Unreal and IGDA controversy  
by John Polson [03.29.13]
An Epic interview on HTML5 support, a Unity interview on platform partnerships such as Facebook, an IGF booth hijacking, and the IGDA's response to its controversial party mark Day 4 of GDC 2013 news coverage.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing, GDC

Interview: Epic goes all-in on HTML5 with UE4 support Exclusive 10
by Frank Cifaldi [03.29.13]
Tim Sweeney and Mark Rein sit down with us during GDC to talk about what HTML5 support means for Epic, where the platform is going, and whether rich browser games could be threatening to hardware makers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, GDC

Let's talk about indies, narrative and hugging 1
by Staff [03.28.13]
What we can do with $20, tiny games, two-player games, making people attractive, game narrative, getting jobs, hugging games and depression. It's all right here on the Official GDC Podcast.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, Video, GDC

Unity's CEO on staying relevant in a tumultuous era 11
by Christian Nutt [03.28.13]
David Helgason talks about its partnerships with Sony, Nintendo, and Facebook, and how the company continues to make sure its engine is elegant and works on all those platforms.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Production, Business/Marketing, GDC

GDC 2013 Day 3: Engines and awards 1
by John Polson [03.28.13]
An interview with PS4's chief architect, Konami's FOX engine for Metal Gear Solid 5, Epic's Unreal Engine 3 for browsers, and DICE's Frostbite 3 for Battlefield 4 mark day 3 of GDC 2013.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing, GDC