Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 18, 2017
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Production
Learn about VR ghosts, werewolves, and more at VRDC this week!  
by Staff [10.31.16]
In the spirit of the season, organizers of the Virtual Reality Developers Conference wish everyone a safe and happy evening -- and highlight some of the VRDC talks that are just a little bit spooky.
VR, Programming, Art, Audio, Design, Production, Business/Marketing

Attend GDC 2017 for a behind-the-scenes look at Titanfall 2's textures  
by Staff [10.31.16]
At GDC 2017 Respawn will give a rare look at their approach to efficient texture streaming in Titanfall 2, including their preprocess, their pipeline, useful tools and lessons learned. Don't miss it!
Console/PC, Art, Production, GDC

THQ Nordic acquires rights to NovaLogic's entire game portfolio  
by Chris Kerr [10.31.16]
Recently rebranded publisher THQ Nordic has acquired the rights to California-based developer-publisher NovaLogic's entire game portfolio. 
Console/PC, Production, Business/Marketing

Video Game Deep Cuts: Crunchy Civilization Raiders  
by Gamasutra Staff [10.30.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at the state of developer 'crunch', Civilization's 25th, and the story behind Tomb Raider's genesis.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Amazon opens Texas office to support its Lumberyard game engine  
by Alissa McAloon [10.28.16]
Amazon is expanding the team working on its free Lumberyard game engine and setting up a new team to work on the system in its Austin, Texas office.
Console/PC, Indie, Programming, Production

At GDC, see how Agents of Mayhem was crafted using physically-based rendering  
by Staff [10.28.16]
At GDC 2017 James Taylor of Deep Silver Volition will showcase just how you can use physically-based rendering to make a strikingly stylized (and not at all photo-realistic) game like Agents of Mayhem.
Console/PC, Art, Production

Tomb Raider devs recall the highs and lows of creating a game icon 1
by Chris Kerr [10.28.16]
In an frank and revealing interview, the team behind the first Tomb Raider games have opened up about the highest highs and lowest lows of their development journey. 
Console/PC, Design, Production

Blog: Lessons learned from making a game with zero planning  
by Staff [10.28.16]
"The lack of planning made [it] easy to make 'just one more feature', that in the end, either didn't make it to the final build or took way too much effort for what its worth."
Smartphone/Tablet, Production

Postmortem: Fatshark's Warhammer: End Times - Vermintide 4
by Martin Wahlund [10.28.16]
"I would guess that 70 percent of all games today are released too early. Luckily we had the funds to allow us to delay the release." Martin Wahlund, CEO of Fatshark.
Console/PC, Indie, Programming, Design, Production, Business/Marketing

Blog: Getting the most out of your assets using MonoGame's pipeline  
by Gamasutra Community [10.27.16]
For MonoGame devs, "using the Content Pipeline, you can pre-bake or process content at build time, saving you valuable cycles in game."
Console/PC, Production

Owlboy dev talks about the journey of its decade-long development  
by Alissa McAloon [10.27.16]
After first starting work on the game in 2007, members of Owlboy's development team talk about the ups and downs that they experienced leading up to the completion of their game.
Console/PC, Indie, Production

Game Design Deep Dive: Turning Bloodline Champions into Battlerite 1
by Peter Ilves [10.27.16]
"Instead of investing resources into trying out new game mode ideas, we took the best pieces from Bloodines Champions and iterated, iterated and iterated." - Peter Ilves, co-founder of Stunlock Studios.
Console/PC, Indie, Programming, Design, Production, Business/Marketing, Deep Dive

Blog: How to trick-or-treat your bugs  
by Gamasutra Community [10.26.16]
This article is about how we found a way to squash a game bug in a creative way, and rewarding our players at the same time.
Production

Microsoft working with partners to create $299 VR headset option  
by Alissa McAloon [10.26.16]
Companies like Dell, HP, Lenovo, Asus, and Acer are working with Microsoft to develop a new line of VR headsets capable of tracking movement without the need for external cameras.
VR, Console/PC, Production, Business/Marketing

Need a 3D content optimizer? Simplygon now has a free one for Unreal 4  
by Bryant Francis [10.25.16]
Simplygon has released its 3D content optimizer for free (pending a royalty payment on a game's release) for independent developers to help them save time working on 3D assets.
Console/PC, Production

Rockstar beefs up suspension policy, takes in-game cash from cheaters 1
by Alissa McAloon [10.25.16]
Stealing cars is fine and dandy, but players caught illegitimately bolstering their in-game bank accounts are having their money removed and potentially face account suspension if the cheating continues. 
Console/PC, Social/Online, Production

The Division devs recount their ongoing struggle with fun and fairness  
by Alissa McAloon [10.25.16]
After dealing with bugs and exploits early on, the Ubisoft devs working on The Division, now focus their efforts on fixing issues that may have made the game unappealing for players in the past.
Console/PC, Production

Cuba's first ever indie game launches on Indiegogo 3
by Chris Kerr [10.25.16]
"The imitations in Cuba, especially the lack of internet access, make it very challenging to develop a video game."
Production, Business/Marketing

Blog: Forging an unholy alliance between Unreal Engine, GitHub, and Perforce 6
by Gamasutra Community [10.24.16]
How to setup your UE4 code project to use P4 as your main source depot and how to integrate latest releases of the engine from Epic's GitHub source depot.
Programming, Production

Michel Ancel unearths Rayman's long-lost SNES debut after 25 years 1
by Chris Kerr [10.24.16]
Rayman creator Michel Ancel has given fans a rare glimpse of the franchise's pixelated beginnings after unearthing a SNES version of the original Rayman that never saw the light of day. 
Production