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May 28, 2016
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May 28, 2016
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Updates » Production
Don't Miss: The stories behind SCUMM, one of the game engine greats 13
by Staff, Mike Bevan [03.23.16]
In this classic 2013 feature, SCUMM ("Script Creation Utility for Maniac Mansion) co-creator Aric Wilmunder shares stories of making one of the all-time great game engines while at LucasArts.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Video: How Double Fine remastered Day of the Tentacle  
by Chris Kerr [03.23.16]
Double Fine has been in the business of resurrection in recent years, and now the studio has given us a behind-the-scenes look at how it brought its 1993 classic, Day of the Tentacle, back to life.
Console/PC, Design, Production, Video

Blog: A hierarchy of needs for creative people (such as game devs) 12
by Gamasutra Community [03.23.16]
You know how Maslow has that great Hierarchy of Needs pyramid? Let's try one for creative people.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

King's Defold game engine is now available for free  
by Chris Kerr [03.23.16]
Candy Crush Saga creator King has made its Defold game engine and editor available for free.
Console/PC, Smartphone/Tablet, Production, GDC

Naughty Dog shares a guided look at its Uncharted 4 production process  
by Alex Wawro [03.22.16]
As part of a marketing effort for the game, Naughty Dog offers a brief glimpse into how the studio is changing its production pipeline for its first (original)Unchartedgame on PlayStation 4.
Console/PC, Art, Production, Video

Don't Miss: The ultra-modern stylings of Hyper Light Drifter 3
by Kris Ligman [03.22.16]
In this classic 2013 interview, Gamasutra speaks to Hyper Light Drifter devs Alex Preston and Teddy Diefenbach to get to the bottom of just what it is about the game that struck a chord with players.
Indie, Art, Design, Production

What Asobo Studio has learned from designing games for HoloLens 8
by Chris Baker [03.22.16]
Asobo Studio is working with Microsoft on two flagship augmented reality games for the Hololens: the mystery Fragment and the the platformer Young Conker.
Console/PC, Design, Production, Video, GDC

Catch up on all of Gamasutra's GDC coverage right here!  
by Staff [03.21.16]
Catch up on all of Gamasutra's coverage of last week's Game Developers Conference 2016 coverage on our special event page.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: The real costs of indie iOS dev 13
by Gamasutra Community [03.21.16]
" Id like to share our general report about costs and timing for The Fall of Gyes kinetic novel development. I believe that might help to other Indie devs who plan to develop similar titles."
Smartphone/Tablet, Production, Business/Marketing

Don Daglow's 8 keys to a long career in the game industry 6
by Chris Baker [03.21.16]
Don Daglow's illustrious career in games has lasted 45 years. At GDC, he laid out 8 tips to help other developers have similarly lengthy careers.
Console/PC, Art, Design, Production, Business/Marketing, GDC

GDC Highlights: Diablo, experimental gameplay, odd jobs and more!  
by Bryant Francis [03.18.16]
And that's a wrap on GDC! We've got one last rundown on some of the big social topics during the show.
VR, Console/PC, Social/Online, Indie, Programming, Art, Design, Production, GDC

20 years later, David Brevik shares the story of making Diablo 13
by Alex Wawro [03.18.16]
Speaking at GDC in San Francisco this week, Blizzard North cofounder and Diablo creator David Brevik spoke to what went right -- and wrong -- in the making of the influential action RPG.
Console/PC, Art, Design, Production, GDC

'Everybody loves to play': GDC microtalks 2016 3
by Simon Parkin [03.18.16]
"Everybody loves to play" was the theme of this year's GDC Microtalks, which featured top-tier speakers who had a lot to say in a little amount of time.
VR, Console/PC, Indie, Programming, Art, Design, Production, GDC

What I learned from having a 'Mostly Negative' rating on Steam 14
by Gamasutra Community [03.18.16]
"Our game launched to an onslaught of negative feedback regarding a myriad of technical issues that we could not have predicted. This could have been the breaking point. But it wasn't."
Console/PC, Indie, Production, Business/Marketing

Oral history of Rez recounts a marriage of game and music  
by Simon Parkin [03.17.16]
Tetsuya Mizuguchi, founder and CEO of Enhance Games and a former game director at Sega, recounted his creative journey toward creating his ground breaking 2001 rhythm game Rez at GDC 2016 today.
VR, Console/PC, Art, Audio, Design, Production, GDC

Emulation and the challenge of selling old games 4
by Simon Parkin [03.17.16]
"Emulation is the cheapest, safest and best way to republish old video games on today's hardware." This was the message from Frank Cifaldi, a self-described video game archivist and designer at Digital Eclipse.
Console/PC, Production, GDC

Finji's Adam Saltsman: Tips for deciding which game ideas to pursue 8
by Chris Baker [03.17.16]
In his Wednesday GDC talk, Adam Saltsman of Finji describes a nightmare scenario that will give any game developer chills.
Indie, Design, Production, Business/Marketing, GDC

Three mistakes to avoid when you're making your first game(s) 7
by Gamasutra Community [03.17.16]
"I've experienced and seen a lot of mistakes which young and/or inexperienced developers do. Some of them are mistakes that you cannot avoid; others are mistakes that could -- with good mentoring or consultation -- be avoided."
Console/PC, Smartphone/Tablet, Indie, Design, Production

Yuting Su's Octobo: A 21st Century Teddy Ruxpin  
by Katherine Cross [03.17.16]
Developer Yuting Sus adorable one-eyed Octobo is something of a Teddy Ruxpin style storytelling cuddlebug that is meant to provide a cute, interactive experience for young, new readers.
Indie, Design, Production, Video, GDC

Tequila Works reacquires Rime rights from Sony, could go multi-platform  
by Chris Kerr [03.17.16]
Spanish developer Tequila Works has reacquired the rights to its cel-shaded adventure title, Rime, from Sony.
Console/PC, Production, Business/Marketing