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April 29, 2016
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April 29, 2016
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Updates » Production
Alt.Ctrl.GDC showcase: Killigan Industries' Operator  
by John Bridgman [03.10.16]
"It's a game in which players use a touchtone telephone to connect with a customer support line to simulate the convenience and fun of navigating an automated phone menu for several minutes at work."
Indie, Design, Production, Video, GDC

Alt.CTRL.GDC Showcase: Alejandra Molina's Ziff  
by Joel Couture [03.10.16]
"Ziff is a physical toy that you can build and then play with on screen. By configuring the toy, you define the abilities your character has in the game, helping her adapt to the environment."
Indie, Design, Production, Video, GDC

Game Developers Conference 2016: Reasons to be cheerful  
by Gamasutra Community [03.10.16]
So, it’s 2016 already, and the 30th edition of Game Developers Conference is rolling towards us pleasantly, imposingly, but inexorably. Here's some tips for interesting happenings at the event...
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Sumo Digital takes control of Dead Island 2  
by Chris Kerr [03.10.16]
Sumo Digital will develop Deep Silver's zombie-RPG sequel, Dead Island 2, after the project was taken away from Spec Ops: The Line creator, Yager Studios.
Console/PC, Production

Hitman creative director weighs risk, reward of going episodic 3
by Simon Parkin [03.10.16]
"We know we're doing something new. There's a saying ‘everybody likes progress, no one likes change.’ We fully see that. But going episodic will mean better games, more innovation and more diversity."
Console/PC, Design, Production, Business/Marketing, Video

Alt.Ctrl.GDC showcase: Spooky Elephant's Disruption  
by Bryant Francis [03.09.16]
Spooky Elephant's Disruption takes players in and out of the digital world at Alt.CTRL.GDC, combining 2 games into 1 asymmetrical challenge.
Indie, Programming, Design, Production, Video, GDC

How bolting a Move controller to a head massager led to PlayStation VR 1
by Alex Wawro [03.09.16]
"It was bulky enough that you could bolt things on & counterbalance it," PSVR engineer Jeff Stafford tells Polygon. "I ordered that from Amazon & we built our first official Morpheus 1.0 prototype."
VR, Production

Don't Miss: How an RTS studio cross-trained to make The Division 11
by Christian Nutt [03.09.16]
How does Ubisoft develop a game across as many as 10 different studios? In 2014 Gamasutra spoke to David Polfeldt, managing director of Massive, developers of The Division, to find out.
Console/PC, Production

Alt.CTRL.GDC showcase: Minds N Hands' The Wiz 2
by Chris Baker [03.09.16]
WIZ is a transformable, reconfigurable Bluetooth-connected controller that gives players the option to have tactile and gesture controls on platforms like the mobile and PC."
Indie, Design, Production, Video, GDC

Blog: How Assassin's Creed succumbed to franchise fatigue 11
by Gamasutra Community [03.09.16]
"Franchise fatigue is more than a gaming audience growing tired or losing interest. It’s a combination of annualization, troubled launches or marketing missteps, industry competition, unclear brand vision and failures to innovate."
Console/PC, Production, Business/Marketing

Marmalade's mobile engine gets Apple TV support  
by Chris Kerr [03.09.16]
Marmalade, maker of the 2D/3D game engine that powers mobile titles including SimCity and Godus, has added Apple TV support to its platform. 
Smartphone/Tablet, Production

The 4 years of self-imposed crunch that went into Stardew Valley 45
by Chris Baker [03.09.16]
Eric Barone talks about the 4 years of 70-hour weeks that went into Stardew Valley. "You should be free to work yourself to the bone, but not to force someone else to do that for you," he says.
Indie, Design, Production, Business/Marketing, Video

Don't Miss: The design of Action Henk's jump physics 2
by Roel Ezendam [03.08.16]
Ragesquid's speedrun-optimized platformer is out today on PS4. Don't miss this fascinating deep dive by game coder Roel Ezendam, which lays out the development of the game's jump physics.
Art, Design, Production

Reminder: GDC 2016 online registration closes tomorrow!  
by Staff [03.08.16]
With just over a day left until online registration for GDC 2016 ends Wednesday, March 9th at 11:59 PM PT, conference organizers are encouraging anyone interested in attending to register now!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Classic Postmortem: Surreal Software's The Suffering  
by Richard Rouse III [03.08.16]
Surreal Software's psychological horror game debuted on this day in 2004. In this in-depth postmortem from Game Developer magazine, designer Richard Rouse III takes us through the development process.
Art, Design, Production

30 standout reasons to attend the 30th edition of GDC next week  
by Staff [03.08.16]
The 30th edition of GDC kicks off next week, and organizers are eager to let you know about all the great sessions, bootcamps, roundtables, interactive spaces and cool events at the show!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

How one team overcame the problem of a larger art budget 4
by Gamasutra Community [03.08.16]
When this developer's budget increased, problems began to crop up. Here's how his team dealt with the issues.
Art, Production, Business/Marketing

The deep voice of Darkest Dungeon has some advice on hiring voice talent 3
by Joel Couture [03.08.16]
"The concept of Darkest Dungeon grabbed me," says prolific voiceover artist Wayne June. He shares tips on hiring and working with voiceover talent.
Console/PC, Indie, Audio, Production, Business/Marketing, Video

A game tester asks: Do we really need game testers? 7
by Gamasutra Community [03.08.16]
Do we really need game testers when we move to a more Agile way of developing games? If the development teams own the quality of their product and do their own testing, is there really a place for dedicated game testers?

Don't Miss: The secret history of Lionhead  
by Simon Carless [03.07.16]
Lionhead's on the chopping block. But in this classic 2006 feature, Peter Molyneux and Mark Webley speak at length about how they helped create the company, and their lessons learned along the way.
Console/PC, Programming, Art, Design, Production, Business/Marketing