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August 30, 2015
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August 30, 2015
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Updates » Production
Ubisoft's new swordfighting game is a lesson in persistent pitching Exclusive 3
by Kris Graft [06.15.15]
For Ubisoft Montreal creative director Jason VandenBerghe, getting For Honor greenlit wasn’t a forgone conclusion. In fact, it was a concept more than 10 years (and multiple rejections) in the making.
Console/PC, Design, Production, Business/Marketing, Exclusive, Video, E3

Don't Miss: The challenges BioWare faced designing Mass Effect 3 16
by Kris Graft [06.15.15]
In this classic 2012 feature, Casey Hudson -- then the creative chief of Mass Effect -- talks to Gamasutra about how BioWare tackled the challenges of designing the end of their sci-fi trilogy.
Console/PC, Design, Production

Video: Larian's lessons learned making Divinity: Original Sin 3
by Staff [06.12.15]
Studio founder Swen Vencke speaks to Larian's experience of becoming an independent, self-publishing company after 15 years of working with publishers in this Divinity: Original Sin postmortem.
Console/PC, Indie, Design, Production, Business/Marketing, Video, Vault

6 recommendations when launching a game on KakaoTalk 4
by Gamasutra Community [06.12.15]
"Launching your product on Kakao – is a difficult, but realistic task. The most important thing is to know all details and nuances, which, partly, can stretch the process up to several weeks, or even months."
Smartphone/Tablet, Programming, Production, Business/Marketing

10 things you should know about ... leads and managers 11
by Gamasutra Community [06.12.15]
A list of insights into the minds of leads and managers -- part of an ongoing series of blog posts about what your coworkers are "really" thinking.
Console/PC, Social/Online, Smartphone/Tablet, Production, Business/Marketing

Perks and pitfalls of part-time game development 8
by Gamasutra Community [06.12.15]
"Whether you’re working a fulltime job with game development as a hobby in the evenings or you’re simply a student like me: the following perks and pitfalls I discovered might be of use to you."
Indie, Design, Production, Business/Marketing

Video: What it takes to be an indie developer and a mom 2
by Staff [06.11.15]
During the Indie Soapbox panel at GDC 2015, Finji's Bekah Saltsman speaks about the tough challenges that come with pursuing a career in indie game development as a mom -- and how she's tackled them.
Indie, Production, Video, Vault

Overcoming struggles in playtesting 2
by Gamasutra Community [06.11.15]
Three big questions answered: "Here are some of the struggles my developer friends and I have had with playtesting, and how we deal with them."
Console/PC, Indie, Design, Production

Speaking to the dev behind Solomon's Key and other classic Tecmo games 2
by Gamasutra Community [06.11.15]
Replete with original art and comprising multiple interviews with developer Michitaka Tsuruta, this is an in-depth look at 1980s classics from Tecmo, including Solomon's Key and Bomb Jack.
Console/PC, Art, Design, Production, History

Come to GDC Europe for cutting-edge studio leadership advice  
by Staff [06.11.15]
GDC Europe 2015 is coming up fast, so conference officials are highlighting two can't-miss sessions that delve into how you can train new leaders for your studio -- or eliminate the idea of studio leadership entirely.
Console/PC, Social/Online, Smartphone/Tablet, Production, Business/Marketing, GDC Europe

Don't Miss: How Insomniac made the very first Ratchet & Clank Exclusive  
by Ted Price [06.10.15]
In this classic 2003 postmortem, Insomniac's Ted Price reveals how the very first Ratchet & Clank came together and spawned a multi-platform franchise.
Console/PC, Programming, Design, Production, Exclusive

Motivation for the solo indie game dev 8
by Gamasutra Community [06.10.15]
Tips on staying focused and moving forward: "Motivation is one of the biggest common problems for solo indie game devs. If there's no one beside you to cheer you along, it can be really hard to keep going."
Indie, Production

Video: Deconstructing the successful design of Crossy Road  
by Staff [06.09.15]
At GDC 2015, Crossy Road devs Andy Sum and Matt Hall offer deep insight into their game's production and how the viral hit was developed in just 12 weeks as an experiment in free-to-play game design.
Smartphone/Tablet, Design, Production, Business/Marketing, Video, Vault

GDC Europe: Learn how Epic is openly developing Unreal Tournament  
by Staff [06.09.15]
Come to GDC Europe 2015 this August to hear Epic Games' Jim Brown explain the harsh lessons the storied studio learned while experimenting in open development of Unreal Tournament.
Console/PC, Social/Online, Smartphone/Tablet, Design, Production, Business/Marketing, GDC Europe

Postmortem: Oculus MobileVR jam grand-prize winner, SteamCrew VR 1
by Gamasutra Community [06.09.15]
Jean-Edouard Fages, one of the developers of $200,000 platinum prize-winner SteamCrew VR, recounts what worked over its week-long dev process -- and what did not.
Console/PC, Indie, Design, Production, VR

Tracking dependency for safer scoping 1
by Gamasutra Community [06.09.15]
"It’s not possible to foresee everything that will occur during development, and so we have to accept that we’re going to have to scope something back. The bigger problem here though, is one of dependence."
Console/PC, Production

Don't Miss: Mega Man 9's producer on making a NES game -- in 2008 10
by Christian Nutt [06.08.15]
In this classic 2008 interview, Capcom's Hironobu Takeshita speaks to the difficulties (and freedoms) of crafting a true retro experience, and to his vision for the future of video game development.
Console/PC, Programming, Design, Production

Taking a game and making it better: Our incremental approach to improvement 5
by Gamasutra Community [06.08.15]
"You should not be afraid to throw away months of work in case that new, better ideas show up. In most cases, it pays off.
Console/PC, Indie, Design, Production

Don't Miss: The pro who fan-translated Nintendo's Mother 3 Exclusive 5
by Simon Parkin [06.05.15]
20 years ago today, Earthbound saw U.S. release. The sequel never came over, so pro translator Clyde 'Tomato' Mandelin took it upon himself to create a fan translation. This is his story.
Console/PC, Production, Exclusive

Video: Blizzard's chief on how to rule the world (of Warcraft)  
by Staff [06.05.15]
In this rare (and newly-unearthed!) footage from GDC Austin 2007, Blizzard head Mike Morhaime speak to the company's philosophy and outlook in the years after the launch of its smash hit MMORPG.
Console/PC, Design, Production, Business/Marketing, Video, Vault