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






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


Updates » Production
Weekly Jobs Roundup: Visual Concepts, Pixelberry Studios, and more are hiring now  
by Staff [11.28.17]
This week's roundup of game development job openings includes companies looking to hire animators, engineers, and more.
VR, Console/PC, Smartphone/Tablet, Programming, Art, Production, Recruitment

Come to GDC 2018 for expert advice on porting your game to consoles  
by Staff [11.28.17]
PlayEveryWare director Thomas O'Connor knows a lot about porting games, and at GDC 2018 he'll share what he's learned so indie devs can make better decisions about shipping games on consoles.
Indie, Production, Business/Marketing, GDC

Video: How saying 'no' can help you make a better game  
by Staff [11.27.17]
At GDC 2016, Oculus' Ruth Tomandl reminds fellow devs that, as John Carmack says, focus is a matter of deciding what you're not going to do -- and gives a great talk about how and when to say no.
VR, Console/PC, Indie, Production, Video, Vault

The sunk cost fallacy: Devs describe how it almost destroyed them 4
by Rich Moss [11.27.17]
"We can't just abandon that feature that isn't working! We've already sunk too much time and effort into it!" That natural human response can be the undoing of game studios, as these stories attest.
Console/PC, Programming, Design, Production, Business/Marketing

Video Game Deep Cuts: HAL In The Clouds, Monster-Free  
by Gamasutra Staff [11.26.17]
The latest Video Game Deep Cuts includes a look at HAL Laboratory's last self-published title, a poke at a famous game artwork's use of Mario's clouds, and how SOMA's patch allows you to play sans monsters. 
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Rob Pardo breaks down Blizzard's design philosophies circa 2010 1
by Staff [11.22.17]
In this classic 2010 GDC talk, former Blizzard exec Rob Pardo revamps an internal presentation to show fellow devs some of the key philosophies that were driving the company.
Console/PC, Design, Production, Business/Marketing, Video, Vault

Blog: Five big lessons we learned making a game in our spare time 2
by Gamasutra Community [11.22.17]
As a studio of two we have spent years creating a game during our free time, struggling to maintain momentum over the years. Here's what we learned trying to get it finished.
Production

Blog: I (wrongly) thought I could ship 700 units to stay in business 33
by Gamasutra Community [11.22.17]
I should have been able to move at least 700 copies of a low priced niche game to stay in business, but I didn't. This is a warning to other devs who work full time on their games.
Production, Business/Marketing

Hellblade has moved into profit after hitting 500K sales 5
by Chris Kerr [11.22.17]
Hellblade: Senua's Sacrifice has reached 500,000 sales in its first three months, beating internal expectations and moving the game into profit. 
Production, Business/Marketing

Blog: Burning money, brain power, and morale to make your game 7
by Gamasutra Community [11.21.17]
When making a game you need to keep track of what resources you are burning. It's far more than just time and money, so here's how you can also reduce stress when working on games.
Design, Production

What are devs saying about the design of Super Mario Odyssey?
by Joel Couture [11.21.17]
We asked a few game developers what they made of Nintendo EPD's latest release, Super Mario Odyssey. We got some insightful analysis, some in-depth design critiques, some measured criticisms, and a whole lot of unrestrained gushing.
Console/PC, Art, Design, Production

Blog: Efficiently populating massive game worlds  
by Gamasutra Community [11.20.17]
How can you efficiently populate massive game worlds? I mean, you don't want to place every tree manually, and game development is about making smart trade-offs. Let's take a look.
Design, Production

Blog: A Kickstarter postmortem for The Iron Oath 7
by Gamasutra Community [11.20.17]
Our tactical RPG The Iron Oath was successfully Kickstarted in September 2017. I'd like to share the process we went through that helped us achieve over 200% funding!
Production, Business/Marketing

South Australian government launches $2M digital games investment fund 1
by Chris Kerr [11.20.17]
The Adelaide state government has established a $2 million investment fund to create a "world leading" Digital Games Development Hub in South Australia. 
Production, Business/Marketing

10th Anniversary Classic Postmortem: Harmonix's Rock Band GDMag Exclusive  
by Rob Kay [11.20.17]
Harmonix's Rock Band, released on this day 10 years ago, was the culmination of the hottest gaming trend of the decade. Enjoy this in-depth postmortem, which originally ran in Game Developer magazine.
Console/PC, Art, Audio, Design, Production, Business/Marketing, History, Video, GD Mag Exclusive

Video Game Deep Cuts: A Need For Soderbergh's PlayerUnknown 2
by Gamasutra Staff [11.19.17]
The best longform articles & podcasts of the week include a look at Need For Speed's monetization, Steven Soderbergh's new interactive film project, and a podcast talking to Brendan 'PlayerUnknown' Greene.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Devs sound off on the 2017 Indie Soapbox  
by Staff [11.17.17]
In the course of an hour ten indie devs from around the industry take the stage at GDC 2017 to share what's on their mind, tackling everything from taste (get some!) to self-care to indie rockers.
Indie, Design, Production, Business/Marketing, Video, Vault

Civ V lead designer Jon Shafer leaves Paradox after six months
by Chris Kerr [11.17.17]
Civilization V lead designer Jon Shafer has parted ways with Stellaris developer Paradox Interactive six months after joining the studio. 
Console/PC, Production, Business/Marketing

Blog: Why are video games so hard to make? 1
by Gamasutra Community [11.17.17]
More often then in other mediums, games are delayed months or years as teams learn what it is they're making. By looking at the exploratory nature of games, let's figure out how to minimize our losses.
Production

Applying 'players first' logic to loot boxes and other mechanics in Hearthstone 24
by Bryant Francis [11.17.17]
Hearthstone designer Dean Ayala and producer Eric Del Priore talk about the new 'recruit' card mechanic, F2P ethics, and other development insights from the upcoming expansion Kobolds and Catacomb. 
Console/PC, Design, Production, Business/Marketing, Video