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January 20, 2018
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Updates » Production
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

Submit your talk to the GDC 2018 Summits!  
by Bryant Francis [08.28.17]
The 2018 Game Developers Conference is now accepting talks for summits, seminars, and much much more.
VR, Console/PC, Design, Production

Video Game Deep Cuts: Subsurface Kingdoms Of Destiny  
by Gamasutra Staff [08.27.17]
This week's highlights include the story depths of Subsurface Circular, teaching players in Kingdoms & Castles, and the motivations behind Destiny 2's creation.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Re-thinking how to move through your game career  
by Bryant Francis [08.25.17]
If you're feeling stuck in your game industry career, why not reframe how you're looking at it? Nick Button-Brown explains his way at looking at game careers in this 2017 GDC session.
Console/PC, Production, Video

Tuck into the art direction doc for Double Fine's cosmic adventure, Headlander 1
by Chris Kerr [08.25.17]
If you've ever wanted to know what goes into defining and refining a game's art style, now you can thanks to the folks over at Double Fine.
Art, Design, Production

Learn to develop immersive MR experiences using Microsoft HoloLens at VRDC Fall 2017  
by Emma Kidwell [08.24.17]
At VRDC Fall 2017 next month, Rick Davis of REWIND will discuss how to develop MR experiences using Microsoft HoloLens and deconstruct the creation of branded content through examining 'Flight Deck'.
VR, Design, Production, VRDC

Blog: Some of the hidden realities of game development 1
by Gamasutra Community [08.24.17]
In this blog post, I talk about some of the things that I think it's important for non-developers to know about our industry.
Production, Business/Marketing

Video: An XCOM art director's guide to the art of pre-production  
by Staff [08.23.17]
Firaxis vet and XCOM 1 & 2 art director Greg Foertsch speaks at GDC 2017 about the art of pre-production, and how fellow devs can prepare for their next game to minimize problems down the line.
Console/PC, Art, Production, Video, Vault

Get a job: NBCUniversal is hiring a Product Manager  
by Staff [08.23.17]
NBCUniversal is looking for a Product Manager to drive product vision, business strategy, improved game performance, and increased player engagement in Los Angeles, California.
Production, Recruitment

Don't Miss: Crunching the numbers on how crunch makes games worse 90
by Gamasutra Community [08.23.17]
Ask anyone in the industry about crunch and you're likely to hear opinions based on that person's individual experience. Now, here's some hard data on crunch from the Game Outcomes Project.

Blog: Here's why you shouldn't rush your A/B test 1
by Gamasutra Community [08.23.17]
A/B testing is a powerful tool, allowing you to check various hypotheses with data before introducing any changes to the entire game's user base. Sounds pretty straightforward -- could anything go wrong?

Blog: A postmortem of our Ludum Dare game, Slowbot  
by Gamasutra Community [08.23.17]
Slowbot was a game created for the Ludum Dare 48 hour game development competition. This article explains the process used for creating the game.
Design, Production