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July 23, 2018
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Category: Production

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Posted by Simon Carless on 07/01/18 10:27:00 pm in Production
This week's highlights include a piece on random number generation in classic games, what the upcoming Tetris Effect can learn from other classic updates, & lots more.

Posted by Tanya X. Short on 06/29/18 03:05:00 pm in Production
One indie team lead shares her lessons learned from mistakes made when launching her studio's biggest game, Moon Hunters, in 2016.

Posted by Trent Polack on 06/27/18 10:10:00 am in Production
Mostly a development update on my indie game (Steel Hunters), some highlights, some budget low-low-low-low-lights (and publishing? maybe?), environment creation/iteration, gameplay this and that, MICROMORTS/Banana Equivalent Dose, and syyyystems design!

Posted by Simon Carless on 06/24/18 01:34:00 pm in Production
This week's highlights include a discussion on 'asset flips' and store-bought assets for games, an emotive postmortem of canned arcade game Primal Rage II, and lots more besides.

Posted by Nathan Cheever on 06/18/18 10:11:00 am in Production
Grouping objects for repeat use is a way to manage them remotely as well as letting others work on the same scene together. If you've never heard of Prefabs or want to know how to make them more powerful, give this a look!

Posted by Simon Carless on 06/18/18 12:01:00 am in Production
This week's highlights include lots of E3 news, a Grim Fandango reading to remember, and a stellar analysis of Another World/Out Of This World.

Posted by Simon Carless on 06/10/18 07:36:00 pm in Production
This week's highlights include a retrospective of the Diggin' In The Carts game music album, a unique video on the history of Bethesda, and many more besides.

Posted by Richard Wood on 06/04/18 10:51:00 am in Production
Revisiting my fundamentals for Producers. The tool kit I try and use everyday.

Posted by Urbain Bruno on 05/31/18 09:12:00 am in Production
Why we decided to work with two different music composers on Shift Quantum holding strong to one of our core pillar: binary conflict at the core of both our mechanic but also our black and white art style.

Posted by Simon Carless on 05/28/18 10:46:00 am in Production
This week's highlights include a look at the making of Cultist Simulator, behind the scenes on the relatively recent - and troubled - Splatterhouse reboot, and lots more.