Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 22, 2018
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Updates » Production
Don't Miss: Forging the creative vision behind For Honor  
by Staff [11.02.17]
Ubisoft's Jason VandenBerghe delivers a passionate presentation about the creative processes that propelled For Honor into production and guided everyone on the team.
Console/PC, Design, Production

Get a job: Crystal Dynamics is hiring a Creative Director  
by Alissa McAloon [11.02.17]
Crystal Dynamics is looking for a talented and passionate Creative Director to join its team in Redwood City, California.
Production, Recruitment

UK games tax relief initiative extended until 2023  
by Chris Kerr [11.02.17]
It's good news for devs in the region, and means those creating games in Britain will be able to claim back up to 25 percent of production costs for at least another six years.
Production, Business/Marketing

Blog: Never be ashamed of your process if the result is good 5
by Gamasutra Community [11.01.17]
A lot of people feel insecure about the way they they create, so this post is about setting aside my creative pride and focusing on the result instead of on whether I consider my methods 'cheating.'

Google launches VR and AR object library called 'Poly'  
by Chris Kerr [11.01.17]
Google has launched Poly, a digital library where virtual and augmented reality devs can find and download 3D objects for use in their apps.
VR, Production, Video

GDC 2018 to host a special 20th anniversary Ultima Online Classic Postmortem!  
by Staff [11.01.17]
To mark its 20th anniversary, Raph Koster, Starr Long, and Richard Garriott de Cayeux will be presenting a Classic Game Postmortem on their trailblazing game Ultima Online at GDC 2018!
Console/PC, Social/Online, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

PSA: This is your last week to submit talks for the GDC 2018 Tutorials!  
by Staff [10.31.17]
The deadline to pitch talks for the Board Game Design Day closes Wednesday, November 1, while the deadline for the Level Design Workshop the Tools Workshop, or eSports day close Friday, November 3.  
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Classic Postmortem: Ensemble Studio's classic RTS Age of Mythology GDMag Exclusive  
by Ian Fischer and Greg Street [10.30.17]
15 years ago today, Ensemble Studios released acclaimed RTS Age of Mythology. In this postmortem from Game Developer magazine, they discuss what went right (and wrong) during the making of the game.
Console/PC, Art, Design, Production, History, Video, GD Mag Exclusive

Video Game Deep Cuts: Mario's Half Million Daily Runs  
by Gamasutra Staff [10.29.17]
Some of this week's article/video highlights include a tech breakdown of Super Mario Odyssey, a very solo Steam dev who's sold half a million copies, and the culture of 'daily runs' for games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Digital Extremes halts production of The Amazing Eternals  
by Chris Kerr [10.27.17]
The Canadian studio, which also developed Warframe and The Darkness II, is "hitting the pause button" for the time being. 
Production, Business/Marketing

Video: Director Hajime Tabata revisits the making of Final Fantasy XV  
by Staff [10.26.17]
At GDC 2017 Square Enix's Hajime Tabata reflects on the process of making Final Fantasy XV, sharing stories with fellow devs about the trials and triumphs the dev team faced while shipping the game.
Console/PC, Design, Production, Video, Vault

GameMaker Studio 2 gets Universal Windows Platform support 2
by Chris Kerr [10.26.17]
YoYo Games has partnered with Microsoft to give its GameMaker Studio 2 developers access to the Xbox Live Creators Program. 
Console/PC, Programming, Production

Blog: Balancing high-quality graphics with performance 1
by Gamasutra Community [10.25.17]
In this article, I talk a bit about how we were able to achieve high quality graphics in our recent released game Angest while keeping high performance.
Design, Production

Blog: Understanding saving and loading in Unity VR 1
by Gamasutra Community [10.25.17]
Today we're going to work on something that we've never seen before in any of the tutorials: Saving and loading data in Unity! Specifically, we're going to save and load our high score from our game.
VR, Programming, Production

Blog: Bringing Galaxy on Fire to Vulkan - Part 5  
by Gamasutra Community [10.24.17]
This is a blog series explaining how we brought our game to Vulkan. In our final post, we show performance measurements and compare implementation sizes.
Programming, Design, Production

Keywords agrees to $66.4M deal for game testing giant VMC 1
by Chris Kerr [10.24.17]
The Irish outfit has signed a conditional agreement with VMC's parent company Volt Information Sciences, and is looking to purchase 100 percent of the company for $66.4 million in cash. 
Production, Business/Marketing

Blog: How to translate your game - Part 2 14
by Gamasutra Community [10.23.17]
This is the second part of my series explaining what it takes to translate a video game. This instalment deals with the importance of getting off to a good start.
Production, Business/Marketing

Blog: The anti-pattern of optional goals in tasklists  
by Gamasutra Community [10.23.17]
Why Not Games programmer Nikhil Murthy explains how optional goals and tasklists conflict with each other.

Video Game Deep Cuts: Single-Player, Paperclip or Chicken-Blocking?  
by Gamasutra Staff [10.22.17]
This week's longform article/video highlights include the death - or not - of single-player AAA games, the clicker game paperclip-pocalypse, and some crazy specific fighting game terms.
VR, Console/PC, Social/Online, Indie, Programming, Art, Design, Production

Harmonix lays off 14 in bid to 'reduce overhead'  
by Bryant Francis [10.19.17]
The developer of Rock Band is letting go of 14 employees today less than a month after the release of DropMix.
Console/PC, Production