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February 10, 2016
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February 10, 2016
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Updates » Production
How a forgotten Terminator game laid groundwork for Bethesda's world-building 1
by Chris Kerr [12.08.15]
"The way we built Future Shock, you have a height map and instanced 3-D objects rendering on top—that, believe it or not, is still how we build today. It’s our basic paradigm for how to build a space."
Console/PC, Design, Production

Don't Miss: 20 Japanese RPGs every game designer should study 31
by Kurt Kalata [12.07.15]
The Japanese role-playing game is a critical genre for devs to understand, and it's bigger than Final Fantasy VII. in this 2008 feature Gamasutra offers an 'Essential 20' guide to some notable JRPGs.
Console/PC, Art, Design, Production

Square Enix taps UE4 to build multi-part Final Fantasy VII remake 2
by Alex Wawro [12.07.15]
Square Enix has laid out its plans to develop Final Fantasy VII Remake with Unreal Engine 4 as a "multi-part series" after showcasing footage of the project at PlayStation Experience on Saturday.
Console/PC, Production, Video

Getting into game production 9
by Gamasutra Community [12.07.15]
Former Blizzard producer Ernst ten Bosch: "The purpose of this article to help people who are interested in becoming game producers in preparing for an application. This is not a 'How To' per se; more like a 'Try This.'"
Console/PC, Production, Recruitment

Ubisoft soars into the VR space with Eagle Flight 2
by Christian Nutt [12.05.15]
Announced today at the PlayStation Experience, and created by the Ubisoft Montreal Fun House group, the new game is a triple-A VR experience. We speak to creative director Charles Huteau.
VR, Console/PC, Design, Production, Video

Space Budgie studio on the pros and cons of Early Access 1
by Lena LeRay [12.04.15]
'Consumer expectations of Early Access have changed quite a bit since we launched last year. Players are much more careful about choosing what sort of games they'll buy.'
Indie, Art, Design, Production, Video

Don't Miss: The making of Double Fine's Psychonauts  
by Caroline Esmurdoc [12.04.15]
With Psychonauts 2's crowdfunding campaign underway, we highlight this classic Game Developer magazine postmortem of the original Psychonauts from 2005.
Console/PC, Programming, Art, Audio, Design, Production

What happens when you have to redesign your game from the ground up 5
by Gamasutra Community [12.03.15]
"We knew something was up with it. The game was fun, but also complicated and hard to explain. Getting it across to new players at busy public events was tricky. We needed to address some difficult questions, fast."
Smartphone/Tablet, Indie, Design, Production

Interactive fiction meets arcade racer: Designing Wheels of Aurelia  
by Alex Wawro [12.03.15]
Italian indie duo Santa Ragione's latest aims to mix isometric '90s arcade racing mechanics with IF narrative elements and '70s-era Italian politics. Studio cofounder Pietro Righi Riva explains how.
Indie, Design, Production

Sponsored: How we built the cross-platform WWII simulator War Thunder 1
by Gaijin Entertainment, Intel [12.02.15]
Cross-platform performance across desktop, mobile, and console platforms was a top priority for Gaijin Entertainment. Here's how the independent studio launched the successful War Thunder.
VR, Console/PC, Design, Production, Sponsored Article

Classic Postmortem: Jak and Daxter: The Precursor Legacy GDMag Exclusive  
by Stephen White [12.02.15]
Naughty Dog's platformer franchise debuted 15 years ago today. Check out this in-depth postmortem of Jak and Daxter: The Precursor Legacy by Stephen D. White from Game Developer magazine.
Console/PC, Programming, Art, Design, Production, History, GD Mag Exclusive

Attend GDC to see how a strong creative vision saved Darkest Dungeon  
by Staff [12.02.15]
GDC organizers reveal another pair of great GDC 2016 Summit session talks from the developers behind indie hits Darkest Dungeon and Mushroom 11.
Indie, Design, Production, GDC

From Diablo to Rebel Galaxy: A history 1
by Gamasutra Community [12.02.15]
From 1993 to present day -- a look back at the career of Erich Schaefer, who co-founded Blizzard North, developers of the original Diablo.
Console/PC, Design, Production, Business/Marketing, History

So you wanna make video games, huh? 26
by Gamasutra Community [12.01.15]
"Lately, I notice that when people tell me that they want to work in video games, I feel a sense of panic on their behalf, like they’re telling me that they’re about to go and do something dangerous or negative."
Console/PC, Production, Recruitment

Creating augmented reality archery game, Shadow Shooter 4
by Lena LeRay [12.01.15]
Masasuke Yasumoto, a professor at the Kanagawa Institute of Technology, created a compelling AR archery experience that uses a real bow with a projector mounted to its front as a controller.
Indie, Production, Video

Come to GDC 2016 to get hard data on how crunch makes games worse 1
by Staff [12.01.15]
With GDC 2016 drawing closer, conference officials are pleased to announce details of two new talks on finding success in the game industry from longtime members Bob Bates and Paul Tozour.
Console/PC, Indie, Design, Production, GDC

Adobe bids farewell to Flash, announces Animate rebranding 12
by Chris Kerr [12.01.15]
Adobe has at long last confirmed the death of Flash, announcing plans to rebrand its ageing web animation software as Adobe Animate CC early next year.
Social/Online, Indie, Design, Production, Video

Video: Turning concepts into production art for Halo 2: Anniversary  
by Staff [11.30.15]
At GDC 2015 earlier this year, Certain Affinity's Michael Pavlovich explains how 3D concept models went from idea to in-game assets in a single day during development of Halo 2: Anniversary.
Console/PC, Art, Production, Video, Vault

Developer lessons from big Steam seller Big Pharma 1
by Gamasutra Community [11.30.15]
"The dust has settled since launch and I feel like I'm in a position to do a 'round-up' piece on Big Pharma, share some of the things I've learned, which range from marketing theory to specific areas of game design."
Console/PC, Indie, Design, Production, Business/Marketing

Westwood co-founders recognized as Industry Icons at The Game Awards  
by Chris Kerr [11.30.15]
The Game Awards host Geoff Keighley has revealed that the recipients of this year's Industry Icon Award will be Westwood Studios co-founders Brett Sperry and Louis Castle.
Console/PC, Production