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April 19, 2018
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Updates » Production
Blog: A production analysis of I Am Overburdened, with numbers! 5
by Gamasutra Community [01.16.18]
It has been a little over two months since I released I Am Overburdened, my silly indie roguelike. Here's an in-depth analysis how the overall production and final numbers turned out.
Production, Business/Marketing

Lego bringing online games to China with help from Tencent  
by Chris Kerr [01.16.18]
Lego and Tencent are joining forces to create online games and experiences aimed at children in China. 
Production, Business/Marketing

Blog: Why your defect count is defunct 5
by Gamasutra Community [01.15.18]
How do you go about measuring the performance of your QA team? You don't. Here's why you should stop monitoring your teams bug quota and using it as metric to justify their output.
Programming, Production

Game Design Deep Dive: Creating the 'spherical narrative' in The Invisible Hours 3
by Rob Yescombe [01.15.18]
"VR feels like a mansion full of unopened doors. And behind one of those doors is an undiscovered language of storytelling; an entirely new narrative structure specific to VR."
VR, Console/PC, Indie, Design, Production, Deep Dive

Video Game Deep Cuts: Getting Over Desert Golf's Loot Boxes  
by Gamasutra Staff [01.14.18]
The latest Video Game Deep Cuts looks at how Bennett Foddy Got Over It, the crazy new(ish) ending for Desert Golf, and some (slightly) nicer loot box implementations.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: How to actually finish your first game this year 19
by Gamasutra Community [01.12.18]
They say that your first game should be simple. But what does "simple" even mean? Let's break down that idea.
Design, Production

Spanish government gives indies funding boost with new $7.9M grant 2
by Chris Kerr [01.12.18]
The Spanish government has established a €6.5 million ($7.9 million) grant to help nurture the country's indie development scene.
Production, Business/Marketing

Blog: Implementing a minimalist container library in C - Part 1 1
by Gamasutra Community [01.12.18]
Game development veteran Niklas Gray explained how to implement a minimalist library of container types in C.
Design, Production

Madden NFL 18 and Horizon Zero Dawn among Writers Guild Awards nominees  
by Alissa McAloon [01.11.18]
All in all, four games are up for the 'Outstanding Achievement in Videogame Writing' Writers Guild Award.
Console/PC, Production

Attend GDC 2018 and see how neural networks can help you build better games  
by Staff [01.11.18]
Come to GDC 2018 to see Temple Gate chief Theresa Duringer explain how the studio's game Race for the Galaxy (a digital adaptation of a board game) uses temporal difference learning to power its AI.
Console/PC, Indie, Programming, Production, GDC

Blog: How we created Endless Space 2's alternate reality game  
by Gamasutra Community [01.10.18]
For the release of Endless Space 2, we put together an Alternate Reality Game based on an in-game AI character. It turned out to be larger, more complex, more fun, and more work than we expected.
Design, Production

At GDC 2018's new Tools Tutorial Day, study the tools top devs use to ship games  
by Staff [01.10.18]
Featuring talks from devs like Bungie, Infinity Ward, and Blizzard, the Tools Tutorial Day at GDC 2018 is designed to offer you a deep dive on building tools that enable teams to ship awesome games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, GDC

Blog: Why we canned a $2M app business to make indie games 1
by Gamasutra Community [01.10.18]
A few years ago, I started a company that eventually became a $2M app business. Then, in 2016, we decided to throw it all overboard to make games. Here's what happened.
Production, Business/Marketing

Blunder years: Game devs talk about their biggest mistakes  
by Chris Kerr [01.10.18]
In an effort to prove that sometimes it's okay to mess up, veteran animator Dan Perry asked his fellow game makers to tweet about some of the most agonizing mistakes they've made over the years.
Programming, Design, Production, Business/Marketing

Pixel Art Academy dev on what to do with a late Kickstarter  
by Emma Kidwell [01.09.18]
Developer of the successfully funded Pixel Art Academy Matej Jan took to Medium offering advice on what to do after a Kickstarter campaign runs late. 
Indie, Production

Weekly Jobs Roundup: Wargaming, Naughty Dog, and more are hiring now!  
by Staff [01.09.18]
Companies like Wargaming, PlayQ, Gunfire Games, and Naughty Dog are hiring engineers, designers, producers, and more on the Gamasutra job board.
Programming, Design, Production, Recruitment

Come on and slam at the GDC 2018 NBA Jam Classic Game Postmortem!  
by Staff [01.09.18]
Mark Turmell, a longtime game designer and programmer who's been making games since the '80s, will be at GDC 2018 in March to present a fascinating Classic Game Postmortem of NBA Jam
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: The successes and failures of my debut game 1
by Gamasutra Community [01.09.18]
Can you talk about your game, is the pricing right and how does the game feel? These are just some of the points I am going to look at in this blog post.
Design, Production

Classic Tools Retrospective: Tim Sweeney on the first version of UnrealEd 8
by Gamasutra Community [01.09.18]
Epic founder Tim Sweeney talks to David Lightbown about UnrealEd, one of the most popular level editors in the game industry, used to build levels for Unreal, Deus Ex, Gears of War, BioShock and more.
Console/PC, Indie, Programming, Design, Production, History

Video: Shenmue director Yu Suzuki's classic GDC 2000 interview  
by Staff [01.08.18]
In this classic video, Shenmue director and designer Yu Suzuki appears onstage at GDC 2000 to talk frankly (with the help of an interpreter) about his unique approach to game design.
Console/PC, Design, Production, Video, Vault