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October 25, 2016
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Updates » Production
Don't Miss: Procedurally generating the worlds of No Man's Sky 2
by Staff [08.09.16]
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, Programming, Art, Production

GDC Europe online registration closes Wednesday! Don't miss these great talks  
by Staff [08.09.16]
GDC Europe 2016  is kicking off next week in Cologne, Germany, and today organizers would like to quickly highlight some of the great expert sessions that will be taking place at the show.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Business/Marketing, GDC Europe

Don't Miss: The tale of the tools that built Dead Rising 2 13
by Tom Niwinski [08.08.16]
In this classic feature, technical director Tom Niwinski tells the story of how the Dead Rising 2 team crafted the tools to handle the population and testing of a (then) hyper-crowded open-world game.
Console/PC, Programming, Art, Design, Production

Designing a production process: Part 3  
by Gamasutra Community [08.08.16]
Game developer Ryan Darcey posits that, in order to make life easier, game-makers need to start embracing production chaos.

Sponsored: Learn what every PC game dev should know about Windows 10 2
by Alex Teodorescu-Badia, Senior Product Manager for Gaming, Windows Developer Platform [08.08.16]
At GDC Europe 2016, the Microsoft developer platform team is excited to showcase the technologies we've been working on to make both game development and gaming better on Windows 10.
Console/PC, Programming, Production, Business/Marketing, Sponsored Article

No Man's Sky, day-one patches, and the outdated idea of 'going gold' 20
by Gamasutra Community [08.08.16]
Vlambeer's Rami Ismail wants to talk about day one patches -- and no, this isn't just about No Man's Sky.

Valve now prevents game trading for players caught cheating on Steam 1
by Bryant Francis [08.05.16]
Valve announced the new rules today, which impact players caught cheating in multiplayer games on VAC-protected servers or are banned by game developers on Steam.
Console/PC, Production

GDC 2017 seeks your best Business and Production talk submissions  
by Staff [08.05.16]
Hey devs, GDC organizers are looking for great submissions of interesting, cutting-edge Production or Business talks for the GDC 2017 Main Conference, from now through August 18th.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production, Business/Marketing, GDC

Blog: Concealed Intent development postmortem  
by Gamasutra Community [08.05.16]
What went right and what went wrong during the development of turn-based space combat title, Concealed Intent? Creator Charles Cordingley reveals all.
Console/PC, Design, Production

Don't Miss: David Cage's classic postmortem of Indigo Prophecy 5
by David Cage [08.04.16]
With Quantic Dream's Indigo Prophecy now coming to PS4, it's a good time to take a look back at this feature-length postmortem of the game's development by designer and writer David Cage.
Console/PC, Programming, Art, Audio, Design, Production

Quadrilateral Cowboy dev on indie essentials and fluid game design  
by Chris Kerr [08.04.16]
"I think the sweet spot is in making the thing you want to make, and having more than enough resources and skills to execute it."
Indie, Design, Production, Business/Marketing

Blog: The relationship between monetization and player behavior  
by Gamasutra Community [08.04.16]
Seasun Inc's director of product development, Mantin Lu, offers some thoughts on the relationship between monetisation and player behaviour.
Production, Business/Marketing

Blog: Programmer experience  and why UX matters everywhere 1
by Gamasutra Community [08.04.16]
Programmer Bruno Mikoski's explains how Unity developers can pave the way towards an ultimate end-user UX.
Design, Production

When a game developer is put in charge of an art exhibit...  
by Chris Priestman [08.04.16]
Santa Ragione tells us about the process of curating the Triennale Game Collection, a free mobile app commissioned by Milanese museum that features minigames by indie luminaries from around the world.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Video

Blog: A brief history of text game puzzles 2
by Gamasutra Community [08.03.16]
Robert Gordon University lecturer Michael Heron turns back the clock to look at how modern-day puzzles have been influenced by their text-based forefathers.
Design, Production

Blog: The elusive power of video games for education 12
by Gamasutra Community [08.03.16]
Do video games and education really go hand in hand? Epic Games' director of user experience, Celia Hodent, shares her views.
Design, Production

Ubisoft details the creation of VR flying game Eagle Flight at VRDC  
by Staff [08.03.16]
Ubisoft Montreal's Olivier Palmieri will be sharing lessons learned from his work designing the remarkable VR flight game Eagle Flight at VRDC in San Francisco this November.
VR, Design, Production

Blog: 30 months of learning and shaping our first indie game. 4
by Gamasutra Community [08.03.16]
Fat Panda director Gerardo Garcia on how post-launch blues helped reshape his approach to game development.
Console/PC, Design, Production, Business/Marketing

Video: Crafting the striking art style of Monument Valley  
by Staff [08.02.16]
At GDC 2015, Monument Valley lead designer Ken Wong speaks to how the team designed the game's unique look, drawing on Influences as wide ranging as M.C. Escher and Japanese flower arrangements.
Smartphone/Tablet, Art, Production, Video, Vault

EA veteran Richard Hilleman joins Amazon Game Studios  
by Chris Kerr [08.02.16]
EA's former chief creative director Richard Hilleman will be ending his short hiatus to join Amazon Game Studios.
Production, Business/Marketing