Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 21, 2022
arrowPress Releases
If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Trent Polack's Expert Blogs

Posted by Trent Polack on Thu, 04 Jan 2018 11:04:00 EST in Design, Console/PC, Indie
An analysis of systems-based, holistic game design and development and the difference between a "System Designer" and "Systems Designer".

Posted by Trent Polack on Fri, 28 Jul 2017 10:44:00 EDT in Programming, Production, Console/PC, Serious, Indie, Smartphone/Tablet, VR
A story of version control on a large Unreal Engine 4 project, working with the command line, and general tips/tricks for git and git-lfs.

Video games: let's mix the creative risks of mass media projects with technology that's work-in-progress alongside the game's production! What could go wrong? And why being indie and having freedom comes with a cost.

Posted by Trent Polack on Fri, 23 Jun 2017 09:43:00 EDT in Design, Programming, Console/PC, Indie
A tangent-free, short (for me) practical example of applied system design on a fundamental game element: projectiles.

Posted by Trent Polack on Wed, 31 May 2017 09:43:00 EDT in Business/Marketing, Design, Programming, Production, Console/PC, Indie
After more than a decade in the professional game development industry, I thought the industry needed an injection of a different type of game. So: I wanted to do that. And so is having almost no money to do this with. Also being a CEO is weird.

Posted by Trent Polack on Fri, 28 Apr 2017 09:20:00 EDT in Design, Console/PC
I wrote a late night ramble thing on WAIT FOR IT systems design! Kinda. Also ghostbusters and persona and MGS5 and Far Cry 2. Which have so much (nothing) in common.

Posted by Trent Polack on Tue, 04 Apr 2017 09:51:00 EDT in Programming, Console/PC, Indie
I tried to employ an actual scientific method to taking a pass at color-grading/post-stack tuning for not-super-well-calibrated monitors or non-ideal viewing conditions. Then, shortly after starting, I was like "let's make this an article!" I'm so d

Posted by Trent Polack on Thu, 16 Mar 2017 06:18:00 EDT in Business/Marketing, Production, Console/PC, Indie
Project management is the sexiest topic in all of game development. Seriously. It's the thing that makes us into rock stars and pop culture idols. For real, it's boring, but it's the most necessary aspect of ensuring your project stays on schedule.

Posted by Trent Polack on Thu, 09 Mar 2017 06:05:00 EST in Indie
I've been in games for about ten years. Or so. All sorts of different platforms, scope (indie->AAA->beyond), etc. And now I have my own company working on a fantastic game (Steel Hunters). Here's what I've learned.

Posted by Trent Polack on Tue, 07 Feb 2017 10:45:00 EST in Design, Programming, Production, Console/PC, Indie
Sometimes, a CEO/Technical Director/Creative Director/Rendering Dev/Engine Dev/Game Designer just needs to talk about making a holistic systems-first design process on a mech-based video game.

[Previous] | [Next]