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January 23, 2018
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Updates » 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 companyfor $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.
Production

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

Blog: Creating full motion video for Full Throttle Remastered - Part 1 1
by Gamasutra Community [10.19.17]
This is an overview of the full motion video pipeline for Full Throttle Remastered. Starting from the 20-year old LucasArts archives, we'll investigate how we were able to achieve our remastered FMVs.
Design, Production

Video: How Bungie localized Destiny for the world  
by Staff [10.18.17]
At GDC 2015, Bungie's Tom Slattery explains the studio's move to build an internal localization team for Destiny and details how it worked, as well as some of the challenges faced along the way.
Console/PC, Production, Video, Vault

Registration is now open for GDC 2018!  
by Staff [10.18.17]
This will be the 32stedition of GDC, the world's largest and longest-runningevent for game developers, and you can register right nowby visiting theofficial GDC 2018website!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Heads up, Unreal devs: Improbable pushes its UE4 SDK into open beta  
by Alex Wawro [10.17.17]
Improbable announcedtoday that its flagship product, the virtual world-building platform SpatialOS, has been updated -- and with that comes an open beta for the platform's Unreal Engine integration.
Console/PC, Production

Blog: Bringing Galaxy on Fire to Vulkan - Part 4  
by Gamasutra Community [10.17.17]
This is a blog series on how we brought our game to Vulkan. In this post, we wanted to cover a few of the Android-specific peculiarities we encountered.
Smartphone/Tablet, Production

Video: Remastering Double Fine's Day of the Tentacle and Grim Fandango  
by Staff [10.16.17]
At GDC 2016Double Fine's Oliver Franzke and Shiny Shoe's Mark Cooke divedig into the interesting improvements and challenges they encountered while remastering bothfor PS4, PS Vita, PC, and mobile.
Console/PC, Indie, Art, Design, Production, Video, Vault

Now's the time to submit talks for the GDC 2018 Tutorials!  
by Staff [10.16.17]
If you have an idea for a talkthat would be a good fit for one of themany Tutorials (from board game design day to the level design workshop)atGDC 2018, organizers want to hear it!
Console/PC, Indie, Design, Production, GDC

Blog: That magic character only French translators use 3
by Gamasutra Community [10.16.17]
Automatic line-wrapping in games is the source of many localization bugs that can only be seen by the LQA team, but French uses a special character that will solve a lot of those bugs.
Production

Blog: Old games, remasters, and the joy of owning your work 3
by Gamasutra Community [10.16.17]
We're currently remastering our most popular game (for the second time). So let's talk about indie game history, the pros and cons of remasters, and the joy of owning and controlling your work.
Production, Business/Marketing

From Bungie to indie: Marcus Lehto's fresh start at V1  
by Alan Bradley [10.16.17]
"Moving from a huge behemoth like Bungieto being completely independent was simultaneously refreshing and absolutely terrifying."
Console/PC, Indie, Design, Production, Business/Marketing

Video Game Deep Cuts: On Color Cycling Morty & Divinity  
by Gamasutra Staff [10.15.17]
Some of this week's longform article/video highlights include the making of Rick & Morty's VR game, a classic 2D game art podcast, & discussing Divinity: Original Sin 2's success.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Get a job: Crystal Dynamics is hiring a Creative Director  
by Staff [10.12.17]
Crystal Dynamics is looking for a talented and passionate Creative Director for a new AAA action adventure title it is developing at its studio in Redwood City, California.
Production, Recruitment

Blog: How to translate your game - Part 1 4
by Gamasutra Community [10.12.17]
Get a high level overview of what it takes to get your game translated this three part blog series. Part 1 is about planning and preparing for the localization process and its various phases.
Production

Blog: Scaling dedicated game servers with Kubernetes - Part 3 1
by Gamasutra Community [10.12.17]
In this post we look at how to use game server CPU information to increase the nodes in our Kubernetes cluster as our player base increases.
Programming, Production