Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
June 25, 2017
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Production
Blog: It all starts with pens, papers and scissors
by Gamasutra Community [04.12.17]
Here is a brief presentation of how we are prototyping the gameplay and the graphical part of our current game, Swim Out.
Design, Production

Inside the next Xbox: Project Scorpio and its brand-new dev kit Exclusive 7
by Alex Wawro [04.12.17]
In which Gamasutra goes to Microsoft, takes an in-depth look at the Project Scorpio dev kit and sits down to chat with Xbox chief Phil Spencer and other folks involved with its design.
Console/PC, Design, Production, Business/Marketing, Exclusive

Video: Storytelling is a team sport! A guide to game dev collaboration 1
by Staff [04.11.17]
At GDC 2017, Eidos Montreal's Rayna Anderson and Insomniac Games' Ryan Benno explain how to pinpoint problem areas between dev departments in advance -- before your team has a crisis of collaboration.
VR, Console/PC, Smartphone/Tablet, Indie, Production, Video, Vault

Don't Miss: Yooka-Laylee devs break down how game design has changed since the N64 era 1
by Staff [04.11.17]
Playtonic Games' Yooka-Laylee is a spiritual successor to Banjo-Kazooie made by ex-Rare devs who worked on that 1990s classic. We asked them what's changed about game design since the N64 era.
Console/PC, Indie, Programming, Art, Audio, Design, Production

What impact is outsourcing having on the video game industry?
by Chris Kerr [04.11.17]
Why are more and more game companies outsourcing work, and what does that mean for those workers chasing stability and security in an industry that's now worth $75 billion? 
Production, Business/Marketing

Blog: A postmortem of dark VR fantasy, The Gallery: Call of the Starseed
by Gamasutra Community [04.11.17]
A postmortem of The Gallery - Episode 1: Call of the Starseed, and its long journey of VR game development, from the Oculus DK1 to the HTC Vive.
VR, Programming, Design, Production

Video: Devs deconstruct their own outdated advice for indies  
by Staff [04.10.17]
At GDC 2017, a handful of notable indie game developers (including Lisa Brown, Dan Cook, and Rami Ismail) bravely take the stage and explain why they were wrong; everything is different now.
Indie, Design, Production, Business/Marketing, Video, Vault

Don't Miss: How Bloodline Champions became Battlerite 1
by Peter Ilves [04.10.17]
"Instead of investing resources into trying out new game mode ideas, we took the best pieces from Bloodlines Champions and iterated, iterated and iterated."
Console/PC, Indie, Programming, Design, Production, Business/Marketing

Blog: How the Owlboy team escaped the office and discovered the world 2
by Gamasutra Community [04.10.17]
In this post, I'll touch on how to prepare, fund, and maintain your appearance as an self-published indie while taking a development road trip through the states in a tiny Kia Sportage.
Production, Business/Marketing

Sponsored: What to think about when choosing a VCS for game development 8
by Jacek Materna, CTO, Assembla [04.10.17]
Github has done a phenomenal job at making Git the law of the land. But when it comes to version control systems, Git is not always the right answer.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Sponsored Article

Blog: Turning ordinary game design into something extraordinary - Part 2
by Gamasutra Community [04.10.17]
Part two of my Game Details series. Discussing how to take the conventional and making it into something better.
Design, Production

Video Game Deep Cuts: Thimbleweed Park's Cryogenic RimWorld  
by Gamasutra Staff [04.09.17]
This week's Video Game Deep Cuts longform article/video highlights include the art behind Thimbleweed Park, the rise of RimWorld, and much, much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Video: Naughty Dog's guide to the future of game art production 3
by Staff [04.07.17]
Photogrammetry. Neural networks. VR/AR. Naughty Dog lead technical artist Andrew Maximov speaks at GDC 2017 about what a video game art production pipeline will likely look like 10 years from now.
Console/PC, Art, Production, Video, Vault

Blog: Growing procedural plants in Antegods
by Chris Kerr [04.06.17]
In this blog post, our programmer TJ will share his experiences in creating a tool to procedurally generate plants for the ever changing worlds of Antegods.
Programming, Production

Blog: A closer look at the structure of organisms in Pine  
by Gamasutra Community [04.06.17]
This is a closer look at the structure of organisms in Pine, an action adventure game about adaptation.
Production

Microsoft reveals tech specs for Project Scorpio, its new turbo-charged Xbox
by Chris Kerr [04.06.17]
Digital Foundry has posted an extensive technical breakdown of Microsoft's all-powerful Xbox One, Project Scorpio, meaning we finally know what'll be powering the turbo-charged console.
Console/PC, Production, Video

Blog: How an architect may be useful to your dev team  
by Gamasutra Community [04.05.17]
This blog post outlines the parallels between in the field of architecture and game development, and why an architect can be a great addition to the development team.
Design, Production

Video: Owlchemy Labs' game dev postmortem of Job Simulator  
by Staff [04.05.17]
In their GDC 2017 postmortem talk, Owlchemy Labs' Alexander Schwartz & Devin Reimer spoke frankly about the challenges of building, sharing, shipping, & sustaining Job Simulator on multiple platforms
VR, Production, Video, Vault

Blog: Nailing the level design for a procedurally generated Metroidvania 6
by Gamasutra Community [04.05.17]
Using procedural generation and maintaining robust level design might seem contradictory at first glance. But the key for us was in having the algorithm involved in the most restrained way possible.
Design, Production

Blog: Process tips for in-house engine development
by Gamasutra Community [04.05.17]
The human side to software creation is infinitely more complex than the programs we write, and that's what I'll be focusing on in the second part of my game engine development series.
Design, Production