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April 23, 2014
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April 23, 2014
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Updates » Production
Postmortem: Camouflaj's Republique: Episode 1 Exclusive 18
by Gamasutra Community [03.04.14]
From the basic idea that people wanted rich mobile game experiences, Ryan Payton built a studio and a game -- and here he tells the story of how Camouflaj begat Republique.
Console/PC, Smartphone/Tablet, Production, Exclusive

Want to go beyond the roguelike? Try the Procedural Death Jam 1
by Gamasutra Community [03.03.14]
Lars Doucet has teamed up OpenGameArt.org to launch the Procedural Death Jam, running parallel to the 7-day roguelike challenge -- from March 8 to March 15.
Console/PC, Smartphone/Tablet, Indie, Production

New GDC 2014 Career Center offers fresh networking opportunities  
by GDC Staff [03.03.14]
Show organizers highlight the updated GDC Career Center, which offers sessions and meeting opportunities to help new and seasoned developers alike kickstart their careers in the game industry.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Business/Marketing, GDC

Heroes of Might & Magic III: Remembering its development, 15 years later 6
by Gamasutra Community [03.03.14]
"Most of all, Iím proudest of the wonderful team with whom I was privileged to work, many of whom I still remain in contact with fifteen years later."
Console/PC, Programming, Art, Design, Production, History

Blog: A brief history of video game development 6
by Gamasutra Community [03.03.14]
"Recently an iOS game was released called Star Trux. The game itself is really good, but what is most fascinating about Star Trux is the 35-year story of its making."
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

Audience Award voting for 2014 GDCAs and IGF awards ends tomorrow  
by GDC Staff [02.28.14]
Vote now if you haven't yet, and don't miss the excellent reminder videos recorded by some of the developers whose games are nominated for either an Audience Award in either category.
Console/PC, Indie, Production, GDC

Paradox seeks to make games for next-gen and mobile platforms 1
by Alex Wawro [02.28.14]
Paradox Interactive CEO Fredrik Wester opened up about the studio's plans for future development in an interview published today by USGamer.
Console/PC, Smartphone/Tablet, Design, Production

Vlambeer's Ismail: Make a game a week and learn from it 17
by Gamasutra Community [02.27.14]
"The longer you maintain the challenge, the more experience you have," Ismail writes, and urges developers to make a game a week, and put it into the world for critique.
Console/PC, Smartphone/Tablet, Indie, Production

Crytek is giving away its new Renderdoc graphics debugger for free  
by Alex Wawro [02.27.14]
The free utility, which was created in conjunction with the development of multiple CryEngine titles, gives graphics programmers a new tool to capture and analyze buggy frames of Windows games.
Console/PC, Indie, Art, Production

Video: How to design better gesture controls for 3D space  
by GDC Staff [02.27.14]
Universal Mind's Nate de Jager speaks about the best way to design and implement natural hand gestures for motion-controlled games and apps in this clip from the GDC Vault.
Social/Online, Smartphone/Tablet, Design, Production, Video

A look at Kickstarted video game delivery rates 26
by Gamasutra Community [02.27.14]
An in-depth, stats-based analysis of how successful Kickstarter campaigns have done so far in terms of actually delivering the games that were funded.
Console/PC, Indie, Production, Business/Marketing

Blog: Valuing value, not just getting work done 2
by Gamasutra Community [02.27.14]
"In my experience the work-driven mentality is one the greatest problems in large scale game development, causing failed productions and also quite miserable work environments."
Console/PC, Production

Blog: Building a successful, collaborative outsourcing studio 2
by Gamasutra Community [02.27.14]
Paul Culp tells the story of building SuperGenius, and how he kept the company from being a cheap art outsourcer but instead a valued collaborator.
Console/PC, Indie, Art, Production, Business/Marketing

Mark Cerny, Mike Capps headline GDC 2014 'Flash Forward' session  
by GDC Staff [02.26.14]
GDC organizers highlight the third annual "Flash Forward" session, emcee'd by Mark Cerny and Mike Capps, which gives select GDC speakers an opportunity to present a rapid-fire sumamry of their talk.
Console/PC, Indie, Production, GDC

Blog: What I learned while doing my one game per week challenge 7
by Gamasutra Community [02.26.14]
Tips "that should be useful to anyone interested in making games" -- "I now have 8 finished games on my website, and I plan to keep going because itís a super interesting project."
Indie, Programming, Design, Production

Shipping is a muscle 3
by Gamasutra Community [02.26.14]
"For small teams and soloists, short term events like game jams afford opportunities to get something out the door. If shipping is a muscle, it stands to reason that it must be exercised."
Console/PC, Indie, Production

New GDC 2014 Advocacy talks cover the Fukushima Game Jam and more 1
by GDC Staff [02.26.14]
GDC organizers highlight a few notable Advocacy talks, including a panel about fostering video game culture through events, a frank discussion of how young male psychology affects the industry, and more.
Console/PC, Indie, Design, Production, Business/Marketing, GDC

Blog: 8 fundamentals for indie survival 1
by Gamasutra Community [02.26.14]
Principles from the software development thinking in the New York Times bestseller Rework applied to game development -- tricks on how to survive as an independent developer.
Console/PC, Indie, Production

Last Of Us development documentary is now free on YouTube  
by Alex Wawro [02.25.14]
Sony published its Last Of Us development feature "Grounded: Making The Last Of Us" to YouTube. The film was originally only available to The Last Of Us season pass holders.
Console/PC, Design, Production, Video

New GDC 2014 Summit sessions feature Antichamber, Infinity Blade  
by GDC Staff [02.25.14]
Conference organizers highlight a few more notable GDC 2014 sessions, including an Antichamber postmortem from creator Alexander Bruce and a behind-the-scenes look at how ChAIR Entertainment created Infinity Blade.
Console/PC, Smartphone/Tablet, Indie, Design, Production, GDC