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November 25, 2015
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November 25, 2015
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Updates » Production
Apple forbids devs from requiring a controller for Apple TV games 3
by Alex Wawro [09.15.15]
Head's up, prospective tvOS game devs: Apple's upcoming game-ready Apple TV third-party controllers, but the developer documentation now states that you can't build games that require them.
Console/PC, Production

Video: Make games more efficiently by being accountable to your audience 2
by Staff [09.15.15]
"Put yourself in a consistent position of having performance pressure to a trusted audience; that anxiety can be leveraged as a tool to shape your design process and make you more efficient."
Console/PC, Indie, Production, Video, Vault

Don't Miss: Developing Morpheus - An inside look from a Sony engineer 1
by Christian Nutt [09.15.15]
Sony Magic Lab engineer Anton Mikhailov, one of the Project Morpheus engineers, talks Sony's attitude toward VR, plans for the headset, and how it works for game developers in this 2014 interview.
Console/PC, Production, Business/Marketing

Tips for making your game localization-friendly 3
by Gamasutra Community [09.15.15]
"In this blog I will focus on ensuring that dialogue is defined in the most appropriate way. I will look at max text length and include a quick note at the end on handing translator questions."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Video: How Bohemia nabs cheaters in DayZ  
by Staff [09.14.15]
Bohemia Interactive's Eugen Harton speaks at GDC Europe 2015 about some of the many ways DayZ players try to cheat the system, and how Bohemia effectively counters them.
Console/PC, Programming, Production, Video, Vault

Don't Miss: David Cage's Indigo Prophecy postmortem 5
by David Cage [09.14.15]
In this classic 2006 Game Developer Magazine article, Indigo Prophecy/Fahrenheit creator David Cage writes candidly about what went right -- and wrong -- during the game's development.
Console/PC, Design, Production

Putting an HTML5 game on Steam: A Wizard's Lizard postmortem 6
by Gamasutra Community [09.14.15]
Lost Decade Games' Matt Hackett opens up about what went right and wrong with the launch of the studio's unconventionally-funded Steam game built on web technology.
Console/PC, Indie, Programming, Design, Production

How making our community happy caused us big heartache 9
by Gamasutra Community [09.14.15]
Following their fans, Black Forest Games developed the multiplayer spin-off Giana Sisters: Dream Runners -- and got bashed for it. Here are the studio's takeaways.
Design, Production, Business/Marketing

Organization and time management as an indie studio  
by Gamasutra Community [09.11.15]
"These tools help a team stay motivated and on task by breaking down the general problem of 'develop this game' into 'develop this game: here are the steps.'"
Indie, Production

Video: Using the Fox Engine to build Ground Zeroes 4
by Staff [09.11.15]
Hideo Kojima and the Kojima Productions staff demonstrate and explain the workflow and development process of Metal Gear Solid: Ground Zeroes on the Fox Engine at GDC 2013.
Console/PC, Design, Production, Video, Vault

Don't Miss: The secret ingredients of Pokemon game design 2
by Christian Nutt [09.10.15]
In this classic 2012 feature, Game Freak devs tell Gamasutra about what's core to good Pokémon game design, how the team develops them and why they seem to resonate with such a wide audience.
Console/PC, Design, Production

Data obsession and the politics of facts 6
by Gamasutra Community [09.10.15]
"The excitement about the potential of data can cause multiple issues on otherwise good teams, including the support of the bad politics environment they are supposed to prevent."
Social/Online, Smartphone/Tablet, Design, Production

Trine 3 devs open up about transparency and the pitfalls of Early Access 2
by Chris Kerr [09.10.15]
As Trine 3 continues to draw criticism, and with the future of the franchise in danger, developer Frozenbyte talks about the importance of transparency and the pitfalls of Early Access.
Indie, Design, Production, Business/Marketing

Remembering the rise and fall of Sega's Dreamcast, 16 years later 39
by Douglass C. Perry [09.09.15]
To mark the 16th anniversary of Sega launching its Dreamcast in North America (9/9/99!) today we look back at our retrospective of the rise and fall of an iconic piece of video game history.
Console/PC, Programming, Design, Production, Business/Marketing

Video: CD Projekt's budget breakdown of The Witcher 3 6
by Chris Kerr [09.09.15]
During CD Projekt Red's latest financial briefing, the studio revealed just how much it cost to develop and market The Witcher 3.
Console/PC, Production, Business/Marketing, Video

How Diablo II was made: The hard way  
by Christian Nutt [09.08.15]
"There was no definitive design document. There was a loose structure." - David Brevik, Diablo II design lead
Console/PC, Design, Production

Submit talks now for VRDC, Summits at GDC 2016!  
by Staff [09.08.15]
The GDC 2016 call for lectures and panels for topic-specific Summits and the all-new Virtual Reality Developers Conference is open now through Friday, October 2nd.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

How Miyamoto built Super Mario Bros.' legendary World 1-1 3
by Chris Kerr [09.08.15]
In a recent interview with Eurogamer, Nintendo's Shigeru Miyamoto spoke at length about the creation of Super Mario Bros.' iconic World 1-1.
Console/PC, Design, Production, Video

A difficult birth: An Early Access 'postpartum' 7
by Gamasutra Community [09.08.15]
"Our Early Access launch has not only helped us polish and improve the game, but it's also been an incredible way to improve our PR and marketing skills as well."
Console/PC, Indie, Production, Business/Marketing

Working with minimum viable products 4
by Gamasutra Community [09.08.15]
"More than anything, I see MVP as a mindset, a way to recognize what is important in the game and what is not, a way to tighten the focus."
Smartphone/Tablet, Production