Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 29, 2016
arrowPress Releases
April 29, 2016
PR Newswire
View All

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

Updates » Production
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

Alt.CTRL.GDC Showcase: Baumgarten & Autio's Rotator  
by Chris Baker [03.07.16]
"Our controller is three big motorized steering wheels. The idea is to experiment with different ways the wheels can work -- maintain constant motion, reverse directions, wind up a spring, and so on."
Indie, Design, Production, Video, GDC

Ultimate Chicken Horse: A pre-mortem 3
by Gamasutra Community [03.07.16]
"I want to talk about the lessons we’ve learned and the trials and tribulations we’ve encountered in actually launching our first game, Ultimate Chicken Horse, as a studio."
Design, Production

Postmortem: Butterscotch Shenanigans' Crashlands 9
by Seth, Sam & Adam Coster [03.07.16]
"The difference between the mobile and PC markets is staggering. Not in size, market cap, or the type of gamer that thrives in either, but in their perception of one another."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Alt.Ctrl.GDC showcase: Videogamo's Dobotone  
by John Bridgman [03.04.16]
"Our two-button controllers totally impact game design. Narrowing the core variables allows other branches to grow in unexpected ways. Every new game idea carries a new challenge for us."
Indie, Design, Production, Video, GDC

How The Aquatic Adventure of the Last Human is like a Pixies song  
by Joel Couture [03.04.16]
"The Pixies song 'Tame' is just super quiet verses and then totally explosive choruses. We really wanted to achieve this polarized, dynamic effect in our game."
Indie, Design, Production, Video

Watch GDC speakers pitch their talks to you, in under a minute! 1
by Staff [03.03.16]
As GDC 2016 draws nigh, conference organizers want to make sure you don't miss out on hearing about some of the great talks taking place at the show -- direct from the speakers themselves!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Audio, Design, Production, GDC

For GDC's 30th, game industry notables reflect on 30 years of making games  
by Staff [03.03.16]
Lori Cole, Tim Schafer, Chris Crawford, Palmer Luckey, Chelsea Howe and more game industry luminaries will reflect on 30 years of making games during a special Flash Backward session at GDC 2016!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Alt.Ctrl.GDC Showcase: Threadsteading  
by Joel Couture [03.03.16]
"We wanted to work on a game that would involve real time control on a quilting machine. The mechanics are inspired by the Empire Builder railroad-building games and territorial control board games."
Indie, Design, Production, GDC

Don't Miss: Procedurally generating the worlds in No Man's Sky 1
by Staff [03.02.16]
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, Design, Production

Alt.Ctrl.GDC Showcase: Mike Lazer-Walker's Hello, Operator  
by John Bridgman [03.02.16]
Mike Lazer-Walker's time management sim casts players as a harried telephone operator manually connecting callers. It's controller is a vintage telephone switchboard with a daunting tangle of cables.
Indie, Audio, Design, Production, GDC

Alt.Ctrl.GDC Showcase: Le Chant du Cygne's Palimpseste  
by Joel Couture [03.01.16]
"Our headgear is a controller that enables players to change the color filter through which they look at the screen. Each filter transforms how the game world is perceived."
Console/PC, Indie, Audio, Design, Production, GDC

GDC 2016: Amazon & Unity show you how to better use their game engines  
by Staff [02.29.16]
Game Developers Conference organizers are excited to highlight some promising day-long sponsored developer days for GDC 2016 next month from Amazon and Unity about their respective game engines.
VR, Console/PC, Social/Online, Smartphone/Tablet, Production, GDC

How feedback from eSports pros improved a casual matching game  
by Lena LeRay [02.29.16]
Intropy Games wanted their casual matching title Astral Breakers to be competition-friendly. So they took an early build to fighting game tourneys, and got valuable feedback from eSports pros.
Indie, Design, Production, Video

Alt.Ctrl.GDC Showcase: Genualdi, Lam, and Yi's Crank Tank 2
by Chris Baker [02.26.16]
"Instead of moving around a joystick to drive a tank, players have to actually turn the tank's treads using a pair large hand cranks made out of 3/4'' Baltic birch wood."
Indie, Design, Production, Video, GDC

Don't miss: How Superhot (and 6 more games) grew from jam prototypes 7
by Bryant Francis [02.26.16]
"We’ve collected a sampling of game jam-derived titles that hit big in 2015. Each offers lessons in marketing, design, and even how the format of a jam can foster compelling designs."
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing

Wasteland: Developing an open-world RPG in 1988  
by Christian Nutt [02.26.16]
"Wasteland let you do anything you wanted in any order you wanted, and you could get ripple effects that might happen one minute later or thirty minutes later, a lot like [the much later] Grand Theft Auto series."
Console/PC, Programming, Design, Production, History

GDC: Learn why Supercell thinks quality is worth killing (games) for 2
by Staff [02.26.16]
With GDC 2016 around the corner, organizers want to give you a quick heads-up about a cool talk from a Supercell dev about why it's important for developers to know when, and how, to kill projects.
Console/PC, Social/Online, Smartphone/Tablet, Production, GDC

Blog: 10 easy steps to becoming an indie game dev 44
by Gamasutra Community [02.26.16]
"Recently on Facebook, a friend asked openly how he should get started making his idea for a game. Many of the comments by folks involved storylines, design docs, progression trees, etc. This is BS."
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing