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April 18, 2015
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Updates » Production
5 'small but important' tips gleaned from the Global Game Jam 1
by Gamasutra Community [01.28.15]
"Realizing these aspects of game jams helped us a lot, so maybe it will help you too," writes Donald Kooiker, Global Game Jam participant from two-person team Duckbridge.
Indie, Design, Production

A clever way to handle the Global Game Jam theme, 'what do we do now' 2
by Gamasutra Community [01.28.15]
"Instead of taking the theme and trying to fit a game concept around it, we decided to literally apply the theme to the process of building the game." Find out how they did it!
Indie, Production

Get practical production tips from an EA researcher at GDC 2015  
by Staff [01.28.15]
At GDC 2015, an EA researcher offers practical advice on how you can apply player research data to your late-stage efforts to tune your game and "move the needle" to hit that perfect sweet spot.
Console/PC, Production, GDC

A diary of compromises: The process of making Girl's Flu for Global Game Jam  
by Gamasutra Community [01.28.15]
One Global Game Jam participant looks back at the process involved in creating Girl's Flu, a 2D adventure game.
Indie, Programming, Design, Production

10 tips for game jamming, fresh from the Global Game Jam 1
by Gamasutra Community [01.28.15]
After learning a lot last year, one jammer writes that "problems arose on all sides, different problems of the previous year." Here's what he learned this time around.
Indie, Production

Don't Miss: When AAA developers went indie to make Endless Space 8
by Jeff Spock [01.27.15]
Amplitude, creators of the space-based 4X indie game Endless Space, reflect on the game's journey from conception in a 4th-floor Paris apartment (no elevator) in 2011 to its final 2012 release.
Console/PC, Indie, Design, Production

Unreal Engine 4 arrives on Ouya 6
by Alex Wawro [01.27.15]
Unreal developers, take note -- you can now build Unreal Engine 4 games for the Ouya microconsole thanks to a new branch of the UE4 source code.
Console/PC, Production

Different testing approaches for mobile games 4
by Gamasutra Community [01.27.15]
An overview of what you need to know about testing your mobile game -- "a look at different mobile game testing approaches, as well as infrastructural and architectural aspects of mobile game testing."
Smartphone/Tablet, Production

The Game Outcomes Project: What great teams do 16
by Gamasutra Community [01.27.15]
The Game Outcomes Project concludes its inaugural series of posts with a summary -- one that lists 40 factors that make for great teams, ordered from most to least relevant.
Console/PC, Production

We want your Global Game Jam blogs! 1
by Christian Nutt [01.26.15]
This past weekend, the Global Game Jam took place across over 500 sites around the world. Were you a participant? Blog about your experience and your game!
Console/PC, Smartphone/Tablet, Indie, Production

Don't Miss: David Cage's Indigo Prophecy postmortem 5
by David Cage [01.26.15]
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

Postmortem: Space combat and trading sim Starpoint Gemini 2 5
by Gamasutra Community [01.26.15]
Mario Mihokovic, CEO at Croatia's Little Green Men Games, writes about what went right, wrong, and key takeaways from the development of space sim Starpoint Gemini 2.
Console/PC, Indie, Production, Business/Marketing

The rough road of taking HyperBowl from arcade attraction to mobile game  
by Gamasutra Community [01.23.15]
A 2001 arcade attraction game becomes a modern mobile title -- a fascinating story that includes crashed PCs, difficult data exports, and a move to Unity.
Smartphone/Tablet, Indie, Programming, Production, Business/Marketing

Interactive storytelling a top priority at new studio from Brothers designer 5
by Phill Cameron [01.23.15]
We talk to Hazelight's writer and director Josef Fares about the transition from Starbreeze to forming an independent studio, as well as his thoughts on the state of interactive story telling in 2015.
Console/PC, Indie, Design, Production

Work for hire horror: How keeping calm can lead to success 1
by Brandon Sheffield [01.22.15]
Lessons in how not burning bridges and putting up with publisher BS can lead to lucrative development contracts -- if you can keep your wits about you and your head above water.
Smartphone/Tablet, Indie, Production, Business/Marketing

Don't Miss: 7 truths about indie game development 42
by Gamasutra Community [01.21.15]
If you think you're going to make one game and hit it out of the park creatively and financially, think again. If you're in it for the long haul, writes Sarah Woodrow, you have a chance to make it.
Indie, Production, Business/Marketing

Brian Moriarty explains Loom in GDC 2015 Classic Game Postmortem 1
by Staff [01.21.15]
Brian Moriarty, author of influential Infocom games like Trinity and Beyond Zork, will be delivering a Classic Game Postmortem on the groundbreaking 1990 graphic adventure game Loom at GDC 2015.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

'Crunch makes games worse': The latest data from Game Outcomes Project 91
by Gamasutra Community [01.21.15]
If you ask anyone in the industry about crunch, you're likely to hear opinions stated very strongly and matter-of-factly, based on that person's individual experience. But here's some hard data.
Production

Video: 'Reclaiming my soul' or 'Why I quit making F2P social games'  
by Staff [01.20.15]
Experienced game maker Caryl Shaw (EA, Kixeye, Ngmoco, Telltale Games) shares what she's learned in transitioning back and forth between AAA and F2P development in this GDC Next 2014 talk.
Console/PC, Social/Online, Production, Video, Vault

Reminder: Just over 24 hours left to register early for GDC 2015 1
by Staff [01.20.15]
With just over a day left until early registration for GDC 2015 ends on January 21, conference organizers are encouraging anyone interested in attending to register now at the discounted rate.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC