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Updates » Production
BioShock developer Irrational Games rebrands as Ghost Story  
by Chris Kerr [02.24.17]
"Ghost Story was founded by twelve former Irrational Games developers and our mission is simple: to create immersive, story-driven games for people who love games that ask something of them."
Production, Business/Marketing

Blog: Building a scalable online game with Azure - Part 2  
by Gamasutra Community [02.24.17]
Previously, we started to create a small cloud backend with a single actor. In this post, we're going to add the web service that acts as an interface between the front and backend services.
Programming, Production

Vainglory dev releases toolkit geared toward community app creation  
by Alissa McAloon [02.23.17]
Super Evil Megacorp, the developer behind the mobile MOBA Vainglory, has partnered with MadGlory to release both a developer API and online toolkit geared at community-created Vainglory tools.
Social/Online, Smartphone/Tablet, Programming, Production

Game dev contractor Virtuos acquires Black Shamrock Studios  
by Chris Kerr [02.23.17]
"By tapping into English-speaking European talent directly, this will accelerate Virtuos’ expansion of our advanced design and content creation capabilities, which our clients are demanding."
Production, Business/Marketing

Blog: The Greenlight chronicles for Heart. Papers. Border. 2
by Gamasutra Community [02.23.17]
An in-depth analysis and breakdown of the Steam Greenlight campaign behind indie strategy title, Heart. Papers. Border..
Console/PC, Production, Business/Marketing

Blog: VR game development problems, and how we fixed them  
by Gamasutra Community [02.23.17]
VR game development is not exactly the same as traditional game development. We created SMU Guildhall's first VR game and encountered our fair share of problems. Here's what we did to fix them.
VR, Design, Production

Blog: How to fill your days as full time indie 8
by Gamasutra Community [02.23.17]
The first in a series of blogs showing the process behind game development from a 13-year full-time indie dev, covering everything from keeping dedicated to the work to running your own business.
Production, Business/Marketing

GDC 2017 is next week! Follow along on Gamasutra's official event page  
by Staff [02.22.17]
Game Developers Conference 2017 is just around the corner, and Gamasutra reporters will be onsite bringing you loads of stories. Follow along on our event page here!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Watch Double Fine devs work out how to make Psychonauts work in VR  
by Alex Wawro [02.22.17]
"VR, it amps up the difficulty of anything," Double Fine's Tim Schafer says in a 2PP Rhombus of Ruin mini-doc. "We realized we were going to have to design puzzles that were more forgiving."
VR, Indie, Design, Production, Video

Lumberyard 1.8 introduces toolset to simplify cloud-based features  
by Alissa McAloon [02.22.17]
The 1.8 beta update hit Amazon’s Lumberyard game engine today and brought with it a new tool centered around making it easier for devs to include cloud-based features in their games.
Console/PC, Programming, Production

Don't Miss: The game developer's toolbox (for students) 6
by Gamasutra Community [02.22.17]
In this 2016 blog post, Anna Jenelius runs through some useful game development basics that both fledgling and veteran game developers should keep in mind if they avoid potentially progress-killing pitfalls.
Indie, Design, Production

Valve drops $3k price tag from required SteamVR license training  
by Alissa McAloon [02.22.17]
Valve has dropped the paid course requirement for licensing its SteamVR position-tracking technology and has instead made the coursework available for free online.
VR, Console/PC, Production

At GDC 2017, get expert tips on improving your game's user experience 1
by Staff [02.22.17]
At GDC 2017 next week, veteran game devs from across the industry will have a boisterous discussion about the effects of data, creativity, and development constraints on the user experience in games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, GDC

Alt.Ctrl.GDC Showcase: Schadenfreude  
by Joel Couture [02.21.17]
Schadenfreude is about being trapped in an elevator in which someone keeps hitting the wrong buttons. It's a game of secrets and betrayal between humans stuck in a cramped space.
Indie, Design, Production, Video

Square Enix opens new Tokyo studio to develop narrative-driven RPGs  
by Chris Kerr [02.21.17]
Final Fantasy developer Square Enix has cut the ribbon on a new Tokyo studio from Tales Of producer Hideo Baba.
Production, Business/Marketing

Making Psychonauts humor work in VR -- without making people sick  
by Alex Wawro [02.21.17]
"There's a million little things that the team learned," says Tim Schafer, joined by Rhombus lead Chad Dawson. "Like I learned that it's not as fun to look behind you as I thought it was going to be."
VR, Design, Production

Blog: It was all for love - The Evangeline postmortem 1
by Gamasutra Community [02.20.17]
In this post, Nicholas Laborde, video game "business guy" and founder of Raconteur Games, recounts the development of a game about life, love, and loss.
Design, Production

Grandia creators discuss the importance of compelling characters 1
by Chris Kerr [02.20.17]
The team over at Shmuplations have dug up and translated another vintage game dev interview, this time featuring the creators behind classic RPG, Grandia
Console/PC, Design, Production

Todd Howard talks the pros and cons of bringing Fallout to VR  
by Chris Kerr [02.20.17]
"I will say that Fallout works because of the interface. The Pip-Boy is on your wrist and we've been able to present so that it works the way you expect."
VR, Production

Alt.Ctrl.GDC Showcase: Student project Zombie Crawler 2
by Joel Couture [02.20.17]
In Zombie Crawler, players become the creeping dead, using their hands on a custom designed treadmill to pull themselves toward a human victim.
Console/PC, Indie, Design, Production, Video