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October 23, 2016
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Updates » Production
Don't Miss: An oral history of developing the original Deus Ex 5
by Alex Wawro [08.18.16]
In this timeless feature, Gamasutra speaks to Warren Spector, Chris Norden, and others on the original Deus Ex team to learn more about how they developed it -- and what it did to them.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Warbits: The postmortem of a 'certified dumb idea' 10
by Gama Sutra [08.18.16]
"Despite the fact that Warbits worked out for us, it was a certified dumb idea," writes one dev. "We hope this postmortem can shed some light."
Smartphone/Tablet, Design, Production

Blizzard tests new means of encouraging sportsmanship in Overwatch players 24
by Bryant Francis [08.17.16]
Blizzard isn't quite censoring the phrase "gg ez" in Overwatch, but it is encouraging players not to say it to each other after a game ends.
Console/PC, Production

Come out to VRDC and see how CCP developed EVE: Valkyrie  
by Staff [08.17.16]
At the inaugural standalone VRDC in November, CCP Games' Andrew Willans will deliver a frank postmortem of EVE: Valkyrie.
VR, Design, Production

Blog: running a successful Early Access game release cycle 6
by Gama Sutra [08.17.16]
A Cogmind developer shares the entire process behind building a single major alpha version, from start to finish. Project management and marketing, all in one.
Indie, Production, Business/Marketing

3 reasons why PC game ports often miss the mark (and what to do about it) 4
by Kris Graft [08.16.16]
At GDC Europe in Cologne, Germany this morning, Ubisoft Blue Byte's Philipp Sonnefeld explained the challenges of bringing For Honor to PC.

Bethesda: Long marketing campaigns are a distraction from game dev 1
by Alex Wawro [08.15.16]
Following the success of Fallout 4, Bethesda says it will continue to try and keep big game marketing campaigns short, in part because they distract devs from the business of actually making the game.
Console/PC, Production, Business/Marketing

Game development as performance: Making Nuclear Throne on Twitch 2
by Kris Graft [08.15.16]
For Vlambeer’s Rami Ismail, making the game Nuclear Throne was as much about live performance in front of an audience as it was about development.
Design, Production, Business/Marketing, GDC Europe

The challenge of taking Hitman episodic  
by Kris Graft [08.15.16]
Sometimes in order to maintain success in the game industry, you have to make major changes to the way you do things.
Production, Business/Marketing, GDC Europe

Valve shuffles around games bundled with HTC Vive  
by Bryant Francis [08.12.16]
The Gallery and Zombie Training Simulator will replace Fantastic Contraption and as the games bundled with the HTC Vive.
Console/PC, Production

Blog: Tracing my troubles with Telltale Games 15
by Gamasutra Community [08.12.16]
Telltale Games was one of my favorite developers during the 00's, but today's post looks at how their structure has changed and moved away from my adventure game preference.
Design, Production

Get a job: Be a Producer at Cryptic Studios  
by Staff [08.11.16]
The Star Trek Online dev is looking for producers to work closely with programmers and artists at Cryptic's Los Gatos, CA office to make sure everything comes together smoothly.
Social/Online, Production, Recruitment

Blog: Boosting player participation using the 'ethical avatar' 5
by Gamasutra Community [08.11.16]
"When a game rises above a certain degree of abstraction, into the arena of realism, an Ethical Avatar will improve it. This article explains how to employ an EA,"
Design, Production

Video: How all that snappy dialog gets put into Double Fine games  
by Staff [08.10.16]
At GDC 2015 Anna Kipnis gave a broad overview of how dialog gets into a Double Fine game, from the moment a line is written to hearing and seeing the line in the engine, even in a foreign tongue.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Production, Video, Vault

Don't Miss: 7 uses of procedural generation all devs should study 3
by Richard Moss [08.10.16]
What elements of your game could a well-defined algorithm do a better job at creating than you? Here are seven different games that hit upon an array of interesting answers to that question.
Console/PC, Indie, Programming, Design, Production

Blog: 5 tips to stay focused on your game development 2
by Gamasutra Community [08.10.16]
Midnight Hub is a Swedish indie studio run by former Mojang and Paradox developers, now working on Lake Ridden. In this post I'll give some tips on how to stay focused on your game project!

No Man's Sky dev talks about dealing with excessive fan enthusiasm  
by Bryant Francis [08.09.16]
In an ask-me-anything session on Reddit, Hello Games' Sean Murray offers insight into why developers can't say much even as fans clamor for answers about their game.
Console/PC, Production

Don't Miss: Procedurally generating the worlds of No Man's Sky 2
by Staff [08.09.16]
At GDC 2015, Hello Games' Grant Duncan popped up on stage to speak frankly with fellow developers about exactly how and why the studio came to procedurally generate the worlds of No Man's Sky.
Console/PC, Indie, Programming, Art, Production

GDC Europe online registration closes Wednesday! Don't miss these great talks  
by Staff [08.09.16]
GDC Europe 2016  is kicking off next week in Cologne, Germany, and today organizers would like to quickly highlight some of the great expert sessions that will be taking place at the show.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Business/Marketing, GDC Europe

Don't Miss: The tale of the tools that built Dead Rising 2 13
by Tom Niwinski [08.08.16]
In this classic feature, technical director Tom Niwinski tells the story of how the Dead Rising 2 team crafted the tools to handle the population and testing of a (then) hyper-crowded open-world game.
Console/PC, Programming, Art, Design, Production