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January 20, 2017
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Updates » Production
Video Game Deep Cuts: Nintendo Plays Owlboy  
by Gamasutra Staff [11.14.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, examines why Nintendo 'puts play first' and the decade-long odyssey to create Owlboy.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

The advent of the product designer: making games within marketing constraints  
by Brandon Sheffield [11.11.16]
"If I focus on game design, I may be able to make a fun game, but I won't have the analytics, the strategy, or the structure to make a game that will sell."
Design, Production, Business/Marketing

Blog: Why crunch culture isn't going away anytime soon 4
by Gamasutra Community [11.11.16]
"Amy Hennig, former creative director for Naughty Dog, says something has to give when it comes to industry work practices. She's right, and it starts with studio leaders."
Production, Business/Marketing

Space Ape Games, Naughty Dog, and Media Molecule honored at TIGA Awards  
by Chris Kerr [11.11.16]
Space Ape Games was the big winner at this year's TIGA Games Industry Awards, with the Transformers: Earth Wars creator taking home two statues.
VR, Console/PC, Smartphone/Tablet, Art, Audio, Design, Production

Blog: Learning from failure after canceling your game  
by Gamasutra Community [11.11.16]
Should I cancel or not a game development? If this question pops up in your mind it's a signal. Something is not going as you would like. Here we explain why we cancelled our first big project.
Production, Business/Marketing

Don't Miss: 'You've got to make something that you love' - Designing Dangerous Golf 2
by Staff [11.10.16]
After leaving Criterion in 2014, cofounder Fiona Sperry chats about why she and cofounder Alex Ward's studio Three Fields Entertainment's debut project is an irreverent, destructive golf game.
Indie, Design, Production

Blog: Why your perception of QA needs to change  
by Gamasutra Community [11.10.16]
In this article I will explore the acronym QA, and why I think we should do away with it for good.

Blog: Time well spent? Six months of indie development 8
by Gamasutra Community [11.10.16]
A detailed breakdown of how Ryan Darcey used his time during his first six months as an independent game developer.
Indie, Production

Filling Luna's touchable VR gameworld with 'juicy' feedback  
by Lena LeRay [11.10.16]
Robin Hunicke shares her thoughts about creating a touchable game world with juicy feedback that can serve as an ambassador for the the magic of VR.
VR, Console/PC, Indie, Art, Design, Production, Video

Profits falter at Square Enix despite rising game sales 3
by Chris Kerr [11.08.16]
Strong game sales couldn't stop profits from slipping at Square Enix, as rising development costs and underperforming mobile titles took their toll on the Japanese giant.
Console/PC, Smartphone/Tablet, Production, Business/Marketing

Blog: The 5 most expensive game localization mistakes 6
by Gamasutra Community [11.08.16]
Localization doesn't always get the attention it deserves, but it's something you canít afford to ignore in todayís market.
Production, Business/Marketing

Blog: How to inspire creativity in every employee  
by Gamasutra Community [11.07.16]
"The last Friday of every quarter is a special day at ZeptoLab. Everyone puts aside their current tasks and gathers to make the most ambitious and crazy ideas come true. We call it Creative Jam Day."
Production, Business/Marketing

Blog: Why designers should learn animation 2
by Gamasutra Community [11.07.16]
Game maker and animator Christiaan Moleman explores why it's useful for designers to understand character animation, and where they should start.
Design, Production

Video Game Deep Cuts: Secret Of Savage Donkey  
by Gamasutra Staff [11.06.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at 'vanishing secrets' in games, Skyrim wrestling dragons & the making of Donkey Kong.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Don't Miss: The making of Call of Duty 4: Modern Warfare 4
by Staff [11.04.16]
With the latest Call of Duty game and a remaster of the original Modern Warfare launching today, take a look back at this postmortem for Call of Duty 4: Modern Warfare, nearly 9 years after the game's release.
Console/PC, Design, Production, Business/Marketing

Talks from Steam Dev Days 2016 are now watchable online 1
by Alissa McAloon [11.04.16]
Videos and slides for more than 20 talks given at Steam Dev Days 2016 last month have been released, covering topics like VR development, tips for publishing to Steam, and the future of game dev.
VR, Console/PC, Design, Production, Business/Marketing

Blog: The glitz and glamour of good workflows  
by Gamasutra Community [11.04.16]
A summary of the measures and systems I put into place to ensure a good, reliable, stable workflow for working on my game in my custom fork of Unreal Engine 4.

Unity launches License Grant Program to support educators 1
by Chris Kerr [11.03.16]
Educators can now get their hands on a free Unity license thanks to the middleware company's new Unity License Grant Program.
Production, Business/Marketing

Blog: Clarifying the producer's role 20
by Gamasutra Community [11.03.16]
What are the misconceptions about producersí role? What is the actual role of producers? How can they better focus on what matters?

Get a job: Be a Senior Producer at Disruptor Beam  
by Staff [11.02.16]
Good at shepherding games and features from initial concept to final delivery? Disruptor Beam seeks a Senior Producer to do just that alongside the rest of the dev team in Framingham, Massachusetts.
Social/Online, Production, Recruitment