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March 27, 2017
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Updates » Production
Blog: Using Powerpoint to prototype your UI 3
by Gamasutra Community [01.26.17]
Cutting edge tools are great, but sometimes they're not quite what you're looking for. We put a familiar tool to work in unfamiliar ways by using Powerpoint to fully visualise our UI prototyping.
Design, Production

Road to the IGF: Titouan Millet's Mu Cartographer 1
by Joel Couture [01.26.17]
A vast landscape is open for the player to explore, shape, and document in Mu Cartographer, a game where players manipulate an alien device to look over and alter the lands they see.
Console/PC, Indie, Art, Design, Production, Video, IGF

Blog: Most inspiring game animation tech talks of 2016  
by Gamasutra Community [01.25.17]
A quick summary of my favorite talks from 2016 related to game animation programming or technology.
Programming, Production

Blog: A research gallery packed with over 16,000 RPG screenshots 3
by Gamasutra Community [01.25.17]
I've put together a gallery with over 16,000 .png screenshots of almost 400 CRPGs, free for anyone to use. Take a look.
Art, Production, Business/Marketing

At GDC 2017, get engineering insights from folks who used animation to bring a toy robot to life  
by Staff [01.25.17]
At GDC 2017 Anki engineers will explain how, in animating the real-life robot Cozmo, Anki used real-world physics so there was no "cheating" -- and they had to adjust their process accordingly.
Console/PC, Indie, Programming, Production, GDC

Epic Games launches $500,000 year-long game dev contest 1
by Chris Kerr [01.25.17]
Epic Games has joined forces with charity foundation Wellcome Trust to launch Developing Beyond, a year-long game dev competition worth $500,000.
Console/PC, Production, Business/Marketing

Blog: What I learned working remotely for over three years 5
by Gamasutra Community [01.25.17]
I share anecdotes, advice, and best practices for working from home in the game development industry.
Programming, Production, Business/Marketing

This week in video game blogging: Doing what you're told  
by Critical Distance [01.25.17]
This week, our partnership with games blogging curation site Critical Distance brings us picks from their Senior Curator Zoyander Street on governance and management.
Design, Production, Business/Marketing

Former Harmonix programmer Roger Hanna Morash passes away 1
by Bryant Francis [01.24.17]
Game programmer Roger Hanna Morash (Amplitude, Rock Band 3, Shard) and his wife Valerie have passed away at the respective ages of 35 and 32.
Console/PC, Production

Localizing Yakuza 0 was about balancing clarity and authenticity  
by Alissa McAloon [01.24.17]
Localization producer Scott Strichart explains how he tackled heading up the localization of Yakuza 0 and what he and his team consider when adapting a game for a Western audience.
Console/PC, Production

Don't miss the 50+ sessions on VR taking place at GDC 2017  
by Staff [01.24.17]
GDC organizers want to quickly remind you about the bumper crop of sessions focused on VR games and tech that are taking place at GDC 2017 and thus still accessible to most GDC passholders.
VR, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: Using a 'key risks' based approach to mobile pre-production  
by Gamasutra Community [01.24.17]
Mobile game pre-production teams often focus on the wrong activities. Discussion about how to use a key risks based approach to pre-production.
Smartphone/Tablet, Production

Attend GDC 2017 and learn how HBO brought Westworld to VR!  
by Staff [01.24.17]
At GDC 2017, HBO's Colin Foran will deliver a talk about creating "Westworld: A Delos Experience", a room-scale VR installation that tells stories in the same world as the popular HBO show.
VR, Design, Production, GDC

$19.3M live-in game studio might be heading to Scotland 2
by Chris Kerr [01.24.17]
The Scottish city of Dundee could play host to a new kind of game development studio featuring built-in accommodation to provide game devs with a "fully immersive live-in experience."
Design, Production, Business/Marketing

Blog: A postmortem of horror-themed adventure, Kalaban  
by Gamasutra Community [01.24.17]
Kalaban programmer, designer and artist Harri Jokinen looks back on the game's two year development cycle.
Console/PC, Programming, Design, Production

Blog: Dealing with malicious game clones 8
by Gamasutra Community [01.24.17]
What happens when your game earns its own ad-ridden malware clone? We explore the issue on the basis of Robot Gentleman's recent experience with a clone of 60 Seconds!.
Production, Business/Marketing

Get a sneak peek of GDC 2017 with these speaker interviews and pitches!  
by Staff [01.23.17]
With GDC 2017 right around the corner, conference organizers want to make sure you have an opportunity to learn more about some of the event's great talks -- direct from the speakers themselves!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, GDC

Don't Miss: Creating cinematic storytelling in Shadow of Mordor  
by Staff [01.23.17]
At GDC 2015's Narrative Summit Monolith's Ethan Walker takes the stage to showcase how the studio designed Middle-earth: Shadow of Mordor to feel like a cinematic story you can play through.
Console/PC, Art, Audio, Design, Production

For Brian Fargo, making games is all about 'finding your way through the darkness' 2
by Alex Wawro [01.23.17]
InXile chief Brian Fargo reflects on the development of Torment: Tides of Numenera and speaks to the importance of being able to "shuck and jive" as a game dev, especially if you're guiding a team.
Console/PC, Indie, Production

Video Game Deep Cuts: Werewolves vs. Obamacare 4
by Gamasutra Staff [01.22.17]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at Werewolves Within, Obamacare & indies, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing