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April 20, 2018
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Features » Production
The Voxel Agents: Year One Retrospective 16
by Simon Joslin [09.29.10]
Creative director and co-founder of Australian indie studio The Voxel Agents -- the Train Conductor series for iPhone and iPad -- looks back at the team's first year, sharing facts, figures, and important lessons being indie in 2010.
Business/Marketing, Design, Production, Indie, Smartphone/Tablet

Finger Physics: From Rogue Project to 4 Million Downloads 3
by Alex Koloskov [09.28.10]
PressOK's VP of engineering describes how iOS App Store success Finger Physics was conceived, greenlit, developed, and marketed -- with tips on how to change small side-projects into big successes.
Business/Marketing, Design, Production, Mobile Phone, Indie, Smartphone/Tablet

Postmortem: Dejobaan Games' Aaaaa! -- A Reckless Disregard for Gravity 19
by Ichiro Lambe, Dan Brainerd, Leo Jaitley [09.22.10]
Indie developer Dejobaan Games discusses what went right and what went wrong creating IGF 2010 finalist Aaaaa! -- and the choices that made the game unique.
Audio, Business/Marketing, Design, Postmortem, Production, Art, Indie

A Complex Journey: Ninja Theory's Enslaved 27
by Christian Nutt [09.17.10]
Ninja Theory co-founder Tameem Antoniades on balancing story and gameplay while working with a Hollywood scriptwriter, and how the idea that a game must have one unique selling point is an illusion.
Business/Marketing, Design, Production, Interview

Not A Departure: The Genesis Of Darkspore 4
by Chris Remo [09.06.10]
Maxis surprised gamers by announcing action RPG Darkspore as its next title after years of Sim games and the sprawling Spore -- but in this interview, executive producer Michael Perry explains how the project came about.
Business/Marketing, Design, Production, Interview

Deus Ex: The Human Question 2
by Christian Nutt [09.03.10]
Stéphane D'Astous, general manager of Eidos Montreal, discusses the development of Deus Ex: Human Revolution, and how the fledgling studio was able to staff up and tackle such a challenging project.
Design, Production, Interview

Game Dev Collaboration: Google Docs Style 15
by Chris Oltyan [09.02.10]
Unsure if Google Docs is the right way to manage online collaboration with your video game team? This article takes a hard look at its strengths and weaknesses, offering examples, praise, and criticism.
Business/Marketing, Design, Production

Agile Game Development With Scrum: Teams 6
by Clinton Keith [08.26.10]
In this extract from his recent book, certified Scrum trainer Clinton Keith discusses the best composition of teams in Agile work environments -- a wealth of knowledge of what processes to establish and which pitfalls to watch out for.
Production

Io Style: 'We Just Want To Entertain People' 4
by Christian Nutt [08.17.10]
Nils Jřrgensen of Copenhagen, Denmark-based Hitman and Kane and Lynch series creator Io Interactive gives us a peek into the studio's creative processes -- what makes an Io game an Io game?
Business/Marketing, Design, Production, Interview

Putting the XCOM in XCOM 57
by Chris Remo [08.13.10]
2K Marin creative director Jonathan Pelling explains how the Canberra-based core team on the XCOM reboot hopes to keep the core feeling of the original '90s strategy game while updating the franchise with new core gameplay and for a new audience.
Design, Production, Interview