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January 18, 2018
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Updates » Production
Blog: Using data science to understand your players 3
by Gamasutra Community [08.21.17]
How can you use data science to maximize the success of your game? Adam Fletcher of Gyroscope Software gives an overview of what data science is, and how it can be applied.
Production, Business/Marketing

Mass Effect: Andromeda single-player development comes to an end 1
by Chris Kerr [08.21.17]
There's been another twist in the tale of Mass Effect: Andromeda's rocky development, with the dev team explaining there'll be no more single-player updates or story DLC.
Console/PC, Production

Over 100 'enhanced' titles are heading to the Xbox One X  
by Chris Kerr [08.21.17]
Microsoft kicked off Gamescom 2017 by revealing over 100 "enhanced" titles will be heading to its supercharged Xbox One X console. 
Console/PC, Production, Business/Marketing

Blog: Why we made a game to make a game  
by Gamasutra Community [08.21.17]
We made a clicker game to support the studio financially and use it as a platform to keep 100k+ players updated about what's going on at Berzerk's. It's like a Kickstarter, but with more explosions.
Design, Production

Video Game Deep Cuts: Vectoring In On The Hellblade Observer  
by Gamasutra Staff [08.20.17]
This week's articles/video highlights include multiple features on Ninja Theory's Hellblade, the enduring micro-indieness of Vector Unit & the cyberpunk strangeness of Observer.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Understanding decision making using dual-process theory 1
by Gamasutra Community [08.18.17]
Making decisions is essential to any game, no matter the genre or target audience. To play a game is to make decisions. While there are many different theories that approach decision making from different angles, I will focus on dual-process thinking.
Design, Production

Blog: Game music system tools and tips 2
by Gamasutra Community [08.18.17]
Several dynamic music systems were presented in the GDC 2017 audio track. In part three of her latest article series, video game composer Winifred Phillips discusses the tools and tips offered in these GDC talks.
Audio, Production

Video: Indie dev tips on picking projects, or, 'pro strats for pre-pre-production'  
by Staff [08.17.17]
Finji Games cofounder Adam Saltsman takes the stage at GDC 2016 to give a talk about how to decide what game you should be making before you start.
Indie, Production, Business/Marketing, Video, Vault

Blog: Making a game maker - Hatching Chicken Wiggle
by Gamasutra Community [08.17.17]
Here's how I make my very own game maker Chicken Wiggle, which feature the irresistible cuteness and absurdity of a Chicken and Worm combo.
Programming, Design, Production

Blog: Some do's and don'ts for solo game devs 1
by Gamasutra Community [08.17.17]
What are the dos and don'ts when developing a game from scratch by yourself? Well, here's what I got wrong and right during the creation of my game, Mayhem Above.
Production, Business/Marketing

PSA: Today's the last day to pitch your GDC 2018 Main Conference talks!  
by Staff [08.17.17]
Hey devs: the call for submissions to present lectures, panels, roundtables, & posters at GDC 2018 next March closes today, Thursday, August 17 at 11:59 PM PT!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Bringing Piczle Lines DX from mobile to Nintendo Switch  
by James Kay [08.17.17]
"The basics were ported in a matter of a couple of weeks. Of course, no project is ever as easy as it looks, and Piczle Lines DX for Switch too ran into a couple of snags." - James Kay, designer on Piczle Lines DX.
Console/PC, Smartphone/Tablet, Design, Production

'Let's get that in a box': How Media Molecule's Siobhan Reddy ships games  
by Alex Wawro [08.16.17]
"If you don't keep moving, you can work on something forever," the studio director and cofounder tells Glixel. "I think that's probably my most overused phrase: 'Let's get that in a box.'"
Console/PC, Production

Blog: A practical guide to working remotely 4
by Gamasutra Community [08.16.17]
Game producer and UX/UI designer Kris Hattori serves up a practical guide to working remotely in a small team using mostly free tools.

Blog: When should you stop designing and start working? 3
by Gamasuta Community [08.16.17]
You may be an insightful designer that has an accurate design document, but 90 percent of it might still be rubbish. Here's how you can stop your document becoming bloated.
Design, Production

Blog: A postmortem of AuroraBound - with sales figures 2
by Gamasutra Community [08.16.17]
A postmortem of my recently released mobile title AuroraBound, including an analysis of its first three months of sales figures and analytics.
Programming, Design, Production, Business/Marketing

Video: Inside the process (and philosophy) of animating Cuphead  
by Staff [08.15.17]
At GDC 2017, StudioMDHR's Jake Clark (an animator and designer on the game) took the stage to break down how Cuphead's vibrant visuals are created, as well as the studio's philosophy of design.
Indie, Art, Production, Video, Vault

Slime Rancher dev shares tips for making the most of the prototyping stage  
by Alissa McAloon [08.15.17]
Slime Rancher lead developer Nick Popovich explores how a productive prototyping process can be a vital tool for nailing down exactly what makes a game fun to play.
Console/PC, Indie, Design, Production, Video

Get a job: Be a Sr. QA Engineer at Disruptor Beam  
by Staff [08.15.17]
Disruptor Beam is looking for a Sr. QA Engineer to be responsible for the testing of its platform services, data pipelines, and the integrate these services into its product portfolio in Framingham, MA.
Production, Recruitment

Come along with us as we stream Night Trap today at 3 PM ET  
by Alex Wawro [08.15.17]
Now, 25 years after its initial release on Sega CD, a new version of the game has been released on modern consoles by Kentucky-based studio Screaming Villains. How does it hold up? Tune in and see! 
Console/PC, Design, Production, Video