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November 26, 2015
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November 26, 2015
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Updates » Production
Spending time to save money 4
by Gamasutra Community [09.24.15]
"I donít fault anyone for wanting nice art, and would love more for our game. Still, when faced with constraints, I think it is a safer bet to prioritize developing the gameplay and systems."
Indie, Art, Production

Don't Miss: Ray Muzyka's Baldur's Gate II postmortem  
by Ray Muzyka [09.24.15]
In honor of Bioware's much-beloved RPG, which was released fifteen years ago today, check out Ray Muzyka's in-depth postmortem from a 2001 issue of Game Developer magazine.
Console/PC, Design, Production

Jesse Schell's six lessons for making VR games 1
by Christian Nutt [09.23.15]
At Oculus Connect, the 20-year veteran of the space offered up the key points for making games, and talked about his team's experience developing I Expect You to Die.
Console/PC, Indie, Audio, Design, Production, VR

Video: How Halo was reborn -- The Halo 4 postmortem  
by Staff [09.23.15]
Halo creative director Josh Holmes speaks at GDC 2013 about how 343 dealt with the challenges inherent in building a studio from scratch to take over development of Bungie's seminal series.
Console/PC, Art, Design, Production, Video, Vault

Don't Miss: So, they made you a lead -- now what? 17
by Staff [09.23.15]
Timeless advice from Double Fine's Oliver Franzke: "What to do after you get promoted into a leadership position should be a trivial question to answer, but in my experience the opposite is true."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production

Some thoughts after 18 months as a full-time indie 45
by Gamasutra Community [09.23.15]
The sobering realities about "the first 18 months of running an indie studio, about our Kickstarter project, launching on Steam, about money and about our struggles."
Indie, Production, Business/Marketing

Video game voice actors could be about to go on strike 5
by Chris Kerr [09.23.15]
Video game voice actors are voting whether or not to go on strike after talks between SAG-AFTRA and publishers ended at an impasse.
Serious, Audio, Production

Video: How fast iteration tools made The Talos Principle possible  
by Staff [09.22.15]
Using examples from The Talos Principle's production, Croteam CTO Alen Ladavec offers advice at GDC Europe 2015 on designing fast iteration tools to develop big games as a tiny indie team.
Console/PC, Indie, Production, Video, Vault

Watch your iterations  
by Gamasutra Community [09.22.15]
"How do you know that youíve done the best game you can? How do you tell? If you want to know, and know in the easiest possible fashion, then thereís only one sure fire way: watch your iterations."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production

Reminder: Submit talks now for the first annual VRDC at GDC 2016!  
by Staff [09.22.15]
VR and AR enthusiasts, take note: Now is your chance to propose a talk for the all-new Virtual Reality Developers Conference at GDC 2016!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, VR, GDC

How (and why) Masquerada is risking government censorship 3
by Bryant Francis [09.22.15]
Singaporean dev Witching Hour Studiosí fantasy strategy RPG Masquerada: Songs and Shadows has a gay character. Officials in the Singaporean government would rather it didn't.
Console/PC, Indie, Art, Design, Production, Business/Marketing, Video

Mass Effect writer returns to BioWare after three year break  
by Chris Kerr [09.21.15]
Former BioWare lead writer Drew Karpyshyn has returned to the studio to work on its narrative-driven MMO, Star Wars: The Old Republic.
Console/PC, Production

6 UX/UI improvements I made to my game, and where I go from here  
by Gamasutra Community [09.21.15]
"I'm quite happy and proud of everything that I managed to get done these past few months, however, it's become clear that in some ways, the product itself isn't the problem."
Smartphone/Tablet, Indie, Art, Design, Production

The 'bridal rhyme' creative process  
by Gamasutra Community [09.21.15]
"You know how it goes: Something Old, Something New, Something Borrowed, Something Blue... it can be used as a helpful crutch in your creative process once you pick up on it."
Console/PC, Smartphone/Tablet, Indie, Design, Production

3 steps to improve your game's graphics 6
by Gamasutra Community [09.18.15]
"Resonant visuals are more than just detailed graphics. They have to be both beautiful and meaningful. In practice, your gameís aesthetics encompass both the principles of design and your overall art style."
Indie, Art, Production

How we did a panoramic photo-shoot for a VR experience 1
by Gamasutra Community [09.18.15]
"This is a (rather technical) postmortem about our VR experience Sherlock Holmes - The Wagner Ritual which was made during the Gear VR Jam 2015 and is now out on the Gear VR store."
Smartphone/Tablet, Indie, Production, VR

The world design of Assassin's Creed: Syndicate  
by Chris Kerr [09.18.15]
Assassin's Creed: Syndicate's world director Jonathan Dumont opens up about the challenges of recreating some of history's most iconic landscapes.
Console/PC, Design, Production

From scratch to PAX in 4 months: Building The Rust Belt 7
by Gamasutra Community [09.18.15]
How do you make a game look good with just a handful of months of work? The team behind The Rust Belt had six months of funding, and a goal to showcase at PAX: Here's what they had to prioritize.
Console/PC, Indie, Production, Business/Marketing

The tools, tips and tricks behind the spellbinding Armello  
by Gamasutra Community [09.17.15]
Experience counts, but it is the tools, resources, and established workflows that often really help us perform the impossible; create the magic and breathe the life into our projects.
Indie, Art, Audio, Production

Report: Anonymous dev decries the state of F2P game design 12
by Alex Wawro [09.16.15]
TouchArcade published an intriguing editorial from an anonymous writer who claims to be a long-time game producer fed up with the state of free-to-play monetization, and what it does to game design.
Smartphone/Tablet, Production