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September 22, 2017
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Updates » Production
What Cyan learned in taking FMV-rich Obduction from 2D into VR  
by Alex Wawro [09.21.17]
Today at VRDC Fall 2017, Cyan software engineer Hannah Gamiel gave an interesting talk about what the team learned in the process -- and how other devs can make use of those learnings.
VR, Console/PC, Design, Production, VRDC

Don't miss your chance to pitch a talk for the GDC 2018 Indie Games Summit!  
by Staff [09.21.17]
Just a quick reminder that organizers of the 2018 Game Developers Conference are still accepting Independent Games Summit talk submissions through Friday, September 29th at 11:59 pm Pacific!
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Owlchemy shares lessons learned making Rick and Morty: Virtual Rick-ality  
by Alex Wawro [09.21.17]
At VRDC Fall 2017 today, Owlchemy's Alex Schwartz and Devin Reimer talked about what they'd learned in making the game, from making death feel comfortable to doing portals the Rick & Morty way.
VR, Art, Design, Production, VRDC

Blog: How we created a 2D isometric platformer in Unity 3
by Gamasutra Community [09.21.17]
A way to make a full 2D isometric platformer, an overview of my work on the 2D isometric approach with Unity.
Design, Production

Blog: How much does it cost to develop a video game? 5
by Gamasutra Community [09.21.17]
A recent Kotaku article sparked a discussion about how much it costs to create a game. In this post, I'd like to share my own thoughts and clarify a few things.
Production, Business/Marketing

Classic Postmortem: Firaxis' Civilization V  
by Dennis Shirk [09.21.17]
Civ V, released 7 years ago today, has a fascinating backstory. Its design and engineering teams were on separate but simultaneous tracks for the first three years of the four year development process.
Console/PC, Design, Production, History, Video

Tips for surviving Early Access from Ark: Survival Evolved's lead designer 1
by Bryant Francis [09.20.17]
Now that Ark: Survival Evolved has left Early Access, we talked with Studio Wildcard co-founder Jeremy Stieglitz about what he's learned about this new field of game development.
Console/PC, Design, Production, Video

Video: How (and when) to not give up on your game 1
by Staff [09.20.17]
At GDC 2007, Brandon Sheffield walks devs through how and why, if you have a game out, you sell it again -- be that to different platform holders, different regions, or even through a different model.
Indie, Design, Production, Video, Vault

Chat with Ark: Survival Evolved lead designer Jeremy Stieglitz at 3PM EDT  
by Bryant Francis [09.20.17]
We're chatting with one of the lead designers behind Ark: Survival Evolved today at 3PM EDT.
Console/PC, Design, Production, Video

Super Metroid creator discusses making the leap to SNES  
by Chris Kerr [09.20.17]
To celebrate the launch of the SNES Classic Edition, Nintendo has posted a fascinating interview with Super Metroid creator Yoshio Sakamoto and composer Kenji Yamamoto.
Console/PC, Production

Video: 6 ways of leveraging AI to help build content for your game  
by Staff [09.19.17]
At GDC 2017, six experienced game makers from across the industry take the stage together to present six practical ways to implement AI-driven procedural content generation in games.
VR, Console/PC, Indie, Programming, Production, Video, Vault

The GDC 2018 Mobile Summit seeks your great talk submissions!  
by Staff [09.19.17]
Heads up: organizers are still accepting pitches for Summit sessions at Game Developers Conference 2018, which is coming back to the Moscone Center in San Francisco March 19-23, 2018!
Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Follow Gamasutra's VRDC 2017 coverage right here!  
by Staff [09.19.17]
VRDC Fall 2017 is happening this week! Gamasutra will be there to cover a wide variety of talks, panels, and demos during the show, which is happening this Thursday and Friday, September 21-22.
VR, Programming, Art, Audio, Design, Production, Business/Marketing

Automaton nets $10M to create survival game using Improbable tech
by Chris Kerr [09.19.17]
Automaton, a fledgling developer based in Cambridge, has secured $10 million in funding to create an online survival game that lets up to 1000 players fight for supremacy.
Production

Blog: How I created two games with a stranger from Reddit  
by Gamasutra Community [09.19.17]
Interested in making a new artist contact and in making a few small-scope games; I reached out to the /r/INAT subreddit with an open request for a collaboration.
Design, Production

Blog: Finding the fun in advanced UX prototyping  
by Gamasutra Community [09.19.17]
Here's how we rapidly prototyped and play tested a high fidelity match-3 game from scratch, and all without writing a single line of code.
Production, Business/Marketing

Mind the gap: Fortnite error briefly allowed cross-platform PS4/XB1 play 2
by Alex Wawro [09.18.17]
This is kind of a big deal because to date, no major game has allowed for cross-platform PS4/XB1 play; an Epic rep told Polygon that this was due to a "configuration issue" that has since been fixed.
Console/PC, Social/Online, Production

Former Valve dev Chet Faliszek joins Bossa Studios 1
by Alissa McAloon [09.18.17]
Previously, Faliszek spent over a decade at Valve working as the studio's VR liaison and writing the stories for games in Half-Life, Left 4 Dead, and Portal series.
VR, Social/Online, Production, Business/Marketing

Moving on: Gearbox wraps up active development on Battleborn  
by Chris Kerr [09.18.17]
Gearbox Software's hero-shooter Battleborn is effectively being laid to rest, as the studio prepares to wind down development.
Console/PC, Production

Blog: Bringing Cursed Castilla to the Nintendo 3DS 1
by Gamasutra Community [09.18.17]
When we started working on Cursed Castilla, the 3DS was the platform we were targeting, but getting it there wouldn't be exactly straightforward.
Console/PC, Programming, Production