Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 21, 2018
arrowPress Releases






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


Updates » Production
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

Don't Miss: 6 ways to make your game more appealing to speedrunners 1
by Staff [01.08.18]
As AGDQ kicks off its yearly charity speedrunning marathon, take a look at these tips from the Spelunky, Shovel Knight, Crypt of the Necrodancer, and Axiom Verge devs on making speedrunable games.
Programming, Design, Production, Business/Marketing

Rebellion has purchased troubled SkySaga developer Radiant Worlds  
by Chris Kerr [01.08.18]
The UK outfit will be rebranded as Rebellion Warwick, and will join Rebellion Liverpool as a sister studio to the company's Oxford headquarters. 
Production, Business/Marketing

Video Game Deep Cuts: A Warframe In The Arizona Sunshine  
by Gamasutra Staff [01.07.18]
This week's longform article/video highlights include why Warframe is a (somewhat more) ethical approach to free-to-play, bringing Arizona Sunshine to PlayStation VR, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: How Sunless Sea devs found success through open production  
by Emma Kidwell [01.05.18]
In this GDC 2016 session, former Failbetter Games staffer Alexis Kennedy goes over how the company used open publishing techniques to steer themselves away from bankruptcy and toward being financially stable with their game, Sunless Sea
Indie, Production, Video

Blog: A guide to systems-based game development 2
by Gamasutra Community [01.05.18]
An analysis of systems-based, holistic game design and development and the difference between a "System Designer" and "Systems Designer".
Production

Epic planning audit to combat copyright infringement on Unreal Marketplace  
by Chris Kerr [01.04.18]
"While we have always rejected content that is found to infringe on copyright or trademark, over the past few months the Marketplace has been armed with more resources for content review."
Console/PC, Production, Business/Marketing

Apple offers free Developer Program membership to non-profits  
by Chris Kerr [01.04.18]
The Cupertino giant is willing to disregard the program's annual $99 membership fee for non-profits, accredited educational institutions, and government entities based in the States.
Smartphone/Tablet, Production, Business/Marketing

Tabletop games soar on Kickstarter as video games stagnate 5
by Chris Kerr [01.03.18]
Kickstarter has revealed that crowdfunding for games leapt up during 2017, with the amount of cash being pledged rising by 30 percent since 2016.
Production, Business/Marketing

Blog: Creating dissolve VFX with Unity surface shaders 6
by Gamasutra Community [01.03.18]
In this post, we'll look at how to create dissolution VFX using custom surface shaders in Unity.
Design, Production

Apple acquires mobile development platform Buddybuild  
by Chris Kerr [01.03.18]
Buddybuild specializes in mobile development solutions, and is primarily known for offering an array of development tools through its eponymous platform.
Production, Business/Marketing

Blog: The making of a transformational puzzle game  
by Gamasutra Community [01.02.18]
In this article I chronicle my design process in creating an award winning transformational puzzle game about geometry, and conclude with lessons learned.
Design, Production

Sumo Digital acquires Newcastle studio from CCP Games 1
by Chris Kerr [01.02.18]
Snake Pass developer Sumo Digital has kicked off the new year by acquiring CCP Games' Newcastle studio for an undisclosed fee. 
Production, Business/Marketing

Level Design Deep Dive: Making an I Expect You To Die VR puzzle level on a budget  
by Shawn Patton [01.01.18]
"The expensive part of creating levels was iteration time. Finding the puzzle difficulty balance while keeping things interesting requires lots of tweaking. Could we do it with a smaller team on a tighter timeline?"
VR, Console/PC, Indie, Design, Production, Business/Marketing, Video, Deep Dive

Blog: How we turned Orwell into an episodic game 1
by Gamasutra Community [12.29.17]
Turning Orwell into an episodic serial was a risk. It had the potential to get people talking and elevate the game experience, or create an indie game "black hole". Here's what went right, and wrong.
Design, Production

Game devs around the world share their New Year's resolutions 1
by Staff [12.29.17]
2018 is nearly upon us, so what are game devs planning for the year ahead? To make games, of course, but also lots of other interesting things -- read on to find out what!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Weekly Jobs Roundup: Square Enix, Infinity Ward, and more are hiring now!  
by Staff [12.28.17]
Game studios from Austin, Texas to Tokyo, Japan are hiring game developers, engineers, producers, and more right now on the Gamasutra Job Board.
Programming, Production, Recruitment

Best of 2017: 20 things I've learned about game development 32
by Gamasutra Community [12.28.17]
Thinking about what it means to be over fifty in game development prompted me to make a list of what I consider the twenty most important things I've learned over the years.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: 8 tips to help manage your indie community 1
by Gamasutra Community [12.28.17]
Community management is a hectic job, but it can be streamlined with a few simple tips and tricks.
Production, Business/Marketing

FCC issues final extension for video game CVAA accessibility waiver 2
by Alissa McAloon [12.27.17]
At the request of the ESA, the FCC has extended an existing waiver that temporarily makes video games exempt from the accessibility requirements set forth in the CVAA of 2010.
Production, Business/Marketing