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April 22, 2018
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Category: Production

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Posted by Josh Ge on 04/02/18 09:47:00 am in Production
Explaining my Seven-Day Roguelike development process and the reasoning behind choices made along the way. An in-depth look at the planning, UI, mechanics, content and more that went into over 80 hours spent converting one game into another.

Posted by Simon Carless on 04/01/18 10:17:00 pm in Production
This week's highlights include musings on guns in games, a postmortem of Where The Water Tastes Like Wine, & a profile of a top retro YouTuber, among others.

Posted by Nathan Cheever on 04/01/18 01:31:00 pm in Production
The tactical military shooter Six Days in Fallujah was an idea too early for its time. The controversy caused it to lose funding and a dedicated team. Here's some of the challenges I saw on Six Days in Fallujah.

Posted by Anne Gibeault on 03/26/18 10:45:00 am in Production
5 points to build up trusting relationships and helping the young ones grow in the Industry.

Posted by Simon Carless on 03/25/18 10:15:00 pm in Production
This week's longform article & video highlights include plenty of GDC standouts, as well as a fascinating profile of Stardew Valley's creator. 

Posted by Nathan Cheever on 03/22/18 01:33:00 pm in Production
Mafia III's Nathan Cheever (Lead World Designer) and Petr Zavesky (Lead Architect) share the history, process, and challenges creating New Bordeaux, their version of New Orleans. The city became more than a place − it became a unique character!

Posted by Simon Carless on 03/19/18 10:24:00 am in Production
This week's longform writing/video highlights include helping gamers find undiscovered exoplanets, research about 'the trust spectrum' from Raph Koster, and lots more.

Posted by Om Tandon on 03/15/18 10:45:00 am in Production
How Golfclash leverages "Learning from your opponents" as an effective on-boarding tool, how "Psychology of Wager Systems, impacts casual gameplay and why "Timed Chest" in Golfclash and Clash Royale might be catching on.

Posted by Simon Carless on 03/11/18 10:30:00 pm in Production
This week's best longform articles & videos include devs on the effectiveness of jump scares in horror game, a unique in-game soda machine documenting project, and lots more.

Posted by Howard Tsao on 03/08/18 09:19:00 am in Production
The process and challenges of taking Guns of Icarus from PC and Steam to PS4 and making seamless cross-platform play with voice chat a reality.