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December 3, 2016
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Updates » Production
Q&A: The state of the indie game industry from the view of an indie publisher 2
by Kris Graft [09.21.16]
Indie game publisher Versus Evil has worked with developers behind games like The Banner Saga, Bedlam, and Guild of Dungeoneering. General manager Steve Escalante shares his insight into the business.
Indie, Art, Design, Production, Business/Marketing

How Nintendo devs grappled with making the first 3D Mario game 2
by Alex Wawro [09.21.16]
"Implementing jumping in 3D is really difficult," says Miyamoto in newly-translated Super Mario 64 chats. "We had to design the levels so that as long as your jump was 'close enough', you’d make it."
Console/PC, Design, Production

Cinematic editing techniques in '90s TV drama-inspired Virginia  
by Chris Kerr [09.21.16]
"I've never worked on a film project, but it does feel like we're editing a film. We're making certain creative decisions at this stage of a project that I would never have done on another project."
Console/PC, Indie, Design, Production, Video

Blog: What I teach game dev managers, part 3 4
by Gamasutra Community [09.19.16]
The following is the third and final part of a summation of the most comprehensive of my manager training classes for game devs.
Production, Business/Marketing

VRDC at GDC 2017 seeks great talk submissions!  
by Staff [09.19.16]
Hey devs, just a quick heads-up: VRDC @ GDC 2017 is seeking submissions exploring virtual and augmented reality spaces pertaining to both game and non-game, entertainment-immersive VR/AR development.
VR, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Sponsored: 3 ways Ubisoft Toronto builds a strong studio culture  
by Alex Parizeau, Managing Director, Ubisoft Toronto [09.19.16]
Ubisoft Toronto Managing Director Alex Parizeau shares his personal experience creating a studio culture while providing insights, and pitfalls to avoid.
Console/PC, Production, Business/Marketing, Sponsored Article

Video Game Deep Cuts: Light Guns & Myst Puzzles  
by Gamasutra Editor [09.18.16]
A compilation of intriguing video game longreads from around the web includes the upcoming death of the 'light gun' game, the trickiest Myst puzzle around, & lots more.
Console/PC, Social/Online, Indie, Programming, Design, Production, Business/Marketing

Blog: Putting Antegods into player hands for the very first time  
by Gamasutra Community [09.16.16]
Antegods developer Peter de Jong explains what he and his team learned when they showed the game to players for the very first time.
Design, Production

Blog: Finding the fun in game design 4
by Gamasutra Community [09.16.16]
Subnautica and Natural Selection 2 designer Charlie Cleveland looks at why designing a game often feels like finding your game, and yourself.
Design, Production

Don't Miss: The original BioShock postmortem 16
by Alyssa Finley [09.15.16]
In this classic feature, project lead Alyssa Finley writes candidly about trials, triumphs, and lessons learned in the making of the original BioShock -- which has become a seminal game.
Console/PC, Programming, Art, Audio, Design, Production

Blog: A practical guide to writing diverse characters 7
by Gamasutra Community [09.15.16]
If we are to tell new, interesting stories in game, we need to consider whose stories we are telling as well. This blog post offers some tips on how to create diverse characters.
Design, Production

Ken Levine reflects on BioShock: 'I don't enjoy shipping games'  
by Alex Wawro [09.15.16]
"If I could still get paid, I would make games and never ship them," Ken Levine tells Glixel, reflecting on his time making BioShocks. "I don't enjoy shipping games. I think it's kind of dreadful."
Console/PC, Design, Production

Now's the time to submit talks for the Independent Games Summit at GDC 2017!  
by Staff [09.15.16]
Good news, would-be GDC speakers: 2017 Game Developers Conference organizers are now accepting Independent Games Summit talk submissions through Friday, September 23rd. 
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: Considerations for mobile VR developers 1
by Gamasutra Community [09.15.16]
Make Real operations lead Sam Watts breaks down the design considerations and pitfalls to look out for when creating mobile VR experiences.
VR, Smartphone/Tablet, Production

Mass layoffs hit Sony San Diego Studio 1
by Bryant Francis [09.14.16]

Update Gamasutra has learned that approximately 50 employees have been laid off from Sony San Diego Studio, in a move that may indicate the company's move away from live game development.
Console/PC, Production

Don't Miss: Have @ You! The history of Rogue 24
by Matt Barton, Bill Loguidice [09.14.16]
Gamasutra contributors investigate the origins, permutations, and legacy of Rogue, one of the most quietly influential and long-lived games ever created, in this classic feature.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: How Head of State went from passion project to top-10 download  
by Gamasutra Community [09.14.16]
Head of State is a top-10 paid game in the UK, made by a team of three as a part time project in seven months, and this is how it was made.
Smartphone/Tablet, Design, Production, Business/Marketing

Alexis Kennedy becomes Bioware's first ever guest writer  
by Chris Kerr [09.14.16]
Failbetter co-founder Alexis Kennedy has been invited to work with BioWare as the Mass Effect and Dragon Age developer's first ever guest writer.
Design, Production, Business/Marketing

Video game deep cuts: Nailing nostalgia and duelyst bards  
by Chris Kerr [09.14.16]
A compilation of intriguing video game longreads from around the web includes Lord British's in-game bards, nailing nostalgia, and going inside EVE: Online's propaganda machine.
Art, Design, Production

Blog: How to choose your game publisher 3
by Gamasutra Community [09.14.16]
What do you need to consider when you choose your game publisher? A comprehensive primer with lists and tips on how to evaluate your need for publishers.
Production, Business/Marketing