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January 16, 2018
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Features » Production
Postmortem: Stardock Entertainment and Ironclad Games' Sins of a Solar Empire: Rebellion 2
by Chris Bray, Blair Fraser [10.09.12]
The story of the development of the expansion to the acclaimed strategy game -- including tips on distributed co-development across two studios, why you should do a public beta, and what happens when irreplaceable staff has to be replaced.
Business/Marketing, Design, Postmortem, Production

10 Tips: Increasing the Effectiveness of Producers 6
by Tristan Donovan [09.27.12]
In his latest in the 10 Tips series, Tristan Donovan interviews producers from Bigpoint, Sega, RedBedlam, and Cartoon Network to find out what the most important things to bear in mind when trying to get a full-featured game done on time are.
Production, Recruitment

Making a Prototype of the Future: The Development of Immercenary 8
by John Szczepaniak [09.19.12]
In the heady, early days of the FPS, new developers were trying new things -- and the story of Immercenary, an all but forgotten 3DO exclusive published by Electronic Arts, is one of a new studio, new ideas, and a direction different from the genre's current status quo.
Design, Production

10 Tips: Localization 24
by Tristan Donovan [08.06.12]
Localization is not something to worry about just at the end of the project, it turns out. Gamasutra speaks to experts who've worked with Blizzard, Ubisoft, Microsoft and more to learn best practices.
Business/Marketing, Production

Lumines Electronic Symphony: The Untold Story 4
by James Mielke [07.30.12]
How did the PlayStation Vita's puzzle star take shape? Producer James Mielke (formerly of developer Q Entertainment) walks through early concepts for the game, outlines production difficulties -- including never-before-seen in-progress screens and video.
Design, Postmortem, Production, Art

Postmortem: Crocodile Entertainment's Zack Zero 9
by Alberto Moreno, Carlos Abril [07.03.12]
What happens when an indie team's ambition spirals out of control but the game doesn't connect with an audience at the end of the project? In this candid postmortem, two developers who started with a small idea that grew and grew share their experiences.
Design, Postmortem, Production

Postmortem: Zachtronics Industries' SpaceChem 16
by Zach Barth [06.13.12]
The developer of the cult indie puzzle hit SpaceChem explains what went into creating such a complex, nuanced game -- while still working a day job -- and also what held back the game from finding the audience it might otherwise have found.
Design, Postmortem, Production, Indie

Postmortem: Avalanche Studios' Renegade Ops 5
by Axel Lindberg [06.08.12]
How can the creative process turn into an "upward spiral" where everyone is firing on all cylinders -- and then, how can that upward spiral hide the real problems with the project from you? This candid postmortem has the answers.
Design, Postmortem, Production

Leading Change - An Excerpt from Beyond Critical 5
by Keith Fuller [05.24.12]
How do you really motivate your development team to change its methods? In this excerpt from his book Beyond Critical: Improving Leadership in Game Development, producer Keith Fuller blends personal experience and literature to explain how you can steer your team.
Design, Production

Postmortem: Vlambeer's Gun Godz 4
by Rami Ismail, Jan Willem Nijman [05.09.12]
Created as a Kickstarter bonus for indie website Venus Patrol supporters, Gun Godz marks the first entry of Super Crate Box developer Vlambeer into the first person shooter genre -- and this is the story of how it was developed.
Design, Postmortem, Production, Art