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February 19, 2017
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Updates » Production
Best of 2016: Wonder Boy: The Dragon's Trap - Reverse-engineering a 1989 original 14
by Gamasutra Community [12.22.16]
This popular post shows how remaking the '89 game Wonder Boy III: The Dragon's Trap wasn't just about nostalgia, but an exercise in developing a game that's faithful and respectful to the original.
Console/PC, Programming, Production

Watch a Valve engineer explain the making of the Lighthouse VR tracking system 2
by Alex Wawro [12.22.16]
"I actually invented the Lighthouse tracking technology quite early," said Valve's Alan Yates in a recent presentation. "I was very worried it would be almost impossible to implement, so I sat on it."
VR, Programming, Design, Production, Video

Video: How Naughty Dog did the motion capture for The Last Of Us  
by Staff [12.22.16]
At GDC 2015, Naughty Dog's Blake Shelton takes the stage to deliver a great talk about the needs, requirements and thought processes used to design the studio's motion capture pipeline.
Console/PC, Production, Video, Vault

Blog: Understanding the world of AB split testing 2
by Gamasutra Community [12.22.16]
Here's what happened when an old school game designer encountered the world of AB Split Testing
Design, Production

Step back into the light: A game dev's year-end reflection 2
by Gamasutra Community [12.22.16]
Being a developer is different now versus ten or even five years ago. Between angry mobs and bitter colleagues, it's easy to lose yourself to anger. It's time for us to step back into the light.
Production

Best of 2016: No Man's Sky, day-one patches, and the outdated idea of 'going gold' 20
by Staff [12.21.16]
Vlambeer's Rami Ismail wants to talk about day one patches -- and no, this isn't just about No Man's Sky.
Console/PC, Social/Online, Production

Blog: An African game development story 6
by Gamasutra Community [12.21.16]
Thirteen years of game design against everything. I explain how my team and I turned an amateur game into a professional action-RPG.
Design, Production

Gamasutra's Best of 2016: Top 10 Games of the Year 5
by Gamasutra Staff [12.21.16]
Here are staffers' picks of the games that will remain in our memories as having defined the year for technical sophistication, storytelling, innovation, and pure intangible experience value.
VR, Console/PC, Smartphone/Tablet, Indie, Art, Audio, Design, Production

Video: Moving past your failures in game development  
by Staff [12.20.16]
At GDC 2016 experienced game devs Chaim Gingold, Joe Mirabello and Paul Kilduff-Taylor spoke candidly about failures, getting through their struggles and learning from the experience.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video, Vault

Don't Miss: How TowerFall found magic in depth, simplicity, and community 3
by Staff [12.20.16]
TowerFall dev Matt Thorson talks about his approach to game design -- how to make a game intuitive yet communicate the depth of its design to players, so they learn it naturally.
Console/PC, Indie, Design, Production

Persona 5 dev Atlus forms new studio, Studio Zero  
by Chris Kerr [12.20.16]
Persona 5 and Shin Megami Tensei developer Atlus has cut the ribbon on a brand new production studio, Studio Zero. 
Console/PC, Production

At GDC 2017 you'll see how Inside's final surprise was made  
by Staff [12.19.16]
There's something surprising waiting at the end of Inside, and in a talk titled "Huddle up!: Making the [SPOILER] of 'Inside'" a team of Playdead devs will explain how (and why) they built it.
Indie, Programming, Art, Design, Production, GDC

Blog: Making an entire game in Tilt Brush 1
by Gamasutra Community [12.19.16]
Imagine you could create 3D objects for your game by sketching them out by hand? With Tilt Brush you can! Read here to learn how I got these hand drawn sketches into Unity.
VR, Design, Production

Gamasutra discusses the top 10 developers of 2016  
by Staff [12.18.16]
The editorial overlords of Gamasutra sit down to talk about what defined the standout developers of 2016.
Console/PC, Design, Production, Video

Blog: Quality, testing, and Agile methodologies 1
by Gamasutra Community [12.16.16]
This article sums up why I think Agile methodologies are a key component to attain high quality in complex product development, such as when producing games.
Production

We're chatting about the top 10 developers of 2016 today at 3PM EST  
by Bryant Francis [12.16.16]
We invite you, our dear Gamasutra readers, to tell us why we're right or wrong about our top 10 developers of 2016 (though mostly we'd like you to tell us why we're right).
Console/PC, Smartphone/Tablet, Design, Production, Business/Marketing, Video

Players bored with the game should just stop playing, says Rust dev 5
by Alissa McAloon [12.15.16]
Facepunch Studios' Garry Newman took to Reddit to explain how appeasing the criticisms of Rust's most vocal players isn't at all helping the game leave Early Access.
Console/PC, Social/Online, Production

Unity releases virtual reality toolkit, EditorVR  
by Chris Kerr [12.15.16]
"This is just Unity's normal UI system. So as a developer you're not building anything new, you don't have to learn anything new."
VR, Design, Production, Video

Polish game industry handed $28M to realize creative potential  
by Chris Kerr [12.15.16]
Poland's National Centre for Research and Development had pledged to donate 116 million PLN ($27.3 million) to the county's video game industry.
Production, Business/Marketing

White House hosts Girls Make Games game dev workshop  
by Alex Wawro [12.14.16]
Last Wednesday the White House hosted ~20 girls in a special Girls Make Games workshop in an effort to support women in game development and inspire girls to consider careers as game makers.
Indie, Production