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January 16, 2018
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Updates » Production
Video: Running a post-apocalyptic indie studio  
by Staff [09.08.17]
At GDC 2017 Robert Zubek and Matthew Viglione tackled the question through the lens of their time running their own indie studio: Project Highrise and 1849 developer SomaSim.
Indie, Production, Business/Marketing, Video, Vault

Chat with the creative director of Conan Exiles today at 3PM EDT  
by Bryant Francis [09.08.17]
We're returning to the Hyborian Age with questions about Early Access games today at 3PM EDT.
Console/PC, Design, Production, Video

Blog: Breaking down Suzy Cube's camera system - Part 1 1
by Gamasutra Community [09.08.17]
This is the first in a three part series of articles breaking down the camera system in our upcoming 3D platformer, Suzy Cube.
Design, Production

Video game writers are now eligible for the SFWA's Nebula Awards 1
by Alissa McAloon [09.07.17]
The Science Fiction and Fantasy Writers of America has added a new category to the Nebula Awards that seeks to recognize writers for outstanding work in video games.
Production

Blog: Reinforcing player behavior in my 3D platformer  
by Gamasutra Community [09.07.17]
In this installment we compare two of boss levels and how one succeeds at teaching the player the use of the level's key power-up while the other fails and why.
Design, Production

Blog: The wacky world of Sega Genesis gem, Wiz 'n' Liz  
by Gamasutra Community [09.07.17]
This post analyzes how the little-known Genesis game Wiz 'n' Liz creates a whimsical world of wizards, witches and wabbits through its rules, visuals, text, sound and controls.
Design, Production

Classic Postmortem: Klei Entertainment's Mark of the Ninja  
by Jamie Cheng & Nels Anderson [09.07.17]
Five years ago today, Klei Entertainment released their well-received stealth title Mark of the Ninja on Xbox 360. In honor of the anniversary, we present an in-depth postmortem on the game's design.
Console/PC, Indie, Art, Design, Production, Video

Rovio launches 'MumJam' to help mothers get into the games industry  
by Chris Kerr [09.06.17]
"Obviously, there are already a lot of things going on in the industry in support of students but what we wanted to focus on was more experienced talent."
Production, Business/Marketing

Blog: Creating my own 3D dungeon crawler - Part 2 4
by Gamasutra Community [09.06.17]
Programmer Jake Jollimore continues dissecting the development of his 3D dungeon crawler The Wayfarer, this time focusing on reworks, AI, spellcasting, and editor tools.
Design, Production

Wargaming Mobile acquires Danish casual dev Hapiti  
by Chris Kerr [09.05.17]
Wargaming's fledgling mobile divison†has continued its European†expansion by picking up casual game developer Hapiti.co for an undisclosed fee.
Smartphone/Tablet, Production, Business/Marketing

Ubisoft opens new studio to kick-start Quebec expansion  
by Chris Kerr [09.05.17]
The new opening†is part of Ubisoft's larger expansion plan for the Quebec region, and the French outfit wants to invest around $780 million to create 1000 new jobs in the province by 2027.†
Console/PC, Production, Business/Marketing

5 key lessons from the candid game dev book, Blood, Sweat, and Pixels  
by Rich Moss [09.05.17]
The new book Blood, Sweat, and Pixels digs into the making of 10 high profile AAA and indie releases. We selected 5 insightful quotes you'll find in the book that every developer can benefit from.
Console/PC, Indie, Design, Production

Blog: How I created my own 3D dungeon crawler  
by Gamasutra Community [09.04.17]
A selection of posts from my official site discussing the development of my 3D dungeon crawler, The Wayfarer.
Design, Production

Tricks of the trade: Devs reveal how their games fool players 2
by Chris Kerr [09.04.17]
Game designer Jennifer Scheurle threw back the game design curtain on Friday by asking her fellow devs one simple question: what brilliant game mechanics have you hidden from players?†
Console/PC, Design, Production

Blog: Resolving build issues for UWP packages with Unity 1
by Gamasutra Community [09.04.17]
If you're building games and projects in Unity and targeting the Universal Windows Platform, you may have noticed than in the recent Unity releases this was actually broken. So, let's find a fix.
Programming, Production

Video Game Deep Cuts: Maybe Tomorrow, Everybody's Golf?  
by Gamasutra Staff [09.03.17]
This week's highlights include a piece on what happens when The Tomorrow Children goes away, a silly Everybody's Golf video, & a host of other neat articles/videos.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production

Blog: Making Portal Painter in ARCore 2
by Gamasutra Community [08.31.17]
Here are some tips and tricks I learned from developing an AR Experiment with Google and ARCore.
VR, Design, Production

GameMaker Studio 2 is now available on Mac 1
by Chris Kerr [08.31.17]
The Mac version†includes†all the same features as its Windows counterpart, and will retail at the standard starting price of $99.99.
Production, Business/Marketing

How the makers of SpaceChem ported a modern PC game to MS-DOS 2
by Zach Barth [08.30.17]
Keith Holman and Zach Barth of Zachtronics--known for programmer-friendly puzzle games like SpaceChem, Infinifactory and TIS-100--talk in-depth about porting Shenzhen Solitaire to a dead OS.
Console/PC, Programming, Production

Don't Miss: Human Head Studios' postmortem of Lost Within 2
by Chris Rhinehart, Ryan Jackson [08.28.17]
A detailed, candid postmortem of the mobile horror game -- from concept to crunch and everything in between, this article tells the story of what it took to build Weatherby Asylum.
Smartphone/Tablet, Programming, Design, Production, Business/Marketing