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March 18, 2018
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Updates » Production
Virtual reality outfit Bigscreen raises $11M to expand social app  
by Chris Kerr [10.11.17]
Virtual reality studio Bigscreen has secured $11 million in Series A financing to make new hires and accelerate the development of its social platform.
VR, Production

'Yeesh, let's not try and do that again': Valve dev reflects on The Orange Box  
by Alex Wawro [10.10.17]
"It ended up furthering our belief that we needed to get to a place where we could do whatever we wanted with our games," Valve's Robin Walker tells RPS in a chat about the decade-old Orange Box.
Console/PC, Production, History

Video: How to cut the tether and make games from anywhere  
by Staff [10.10.17]
At GDC 2017, remote dev Jon Jones details what skills and disciplines are necessary to transition from a full-time office worker into someone that works from home, a coffee shop, or the road.
Console/PC, Indie, Programming, Production, Video, Vault

Divinity: Original Sin 2 dev explores how open game dev can help (and hurt) progress  
by Alissa McAloon [10.10.17]
“Because it puts a lot of pressure on you, that's for sure,” explains Larian Studios founder Swen Vincke. "But you also can't make diamonds without pressure, right?”
Console/PC, Production

How Stardew Valley creator Eric Barone coped with a four year dev cycle  
by Chris Kerr [10.10.17]
"I never really participated in any game jams or anything, I just set a huge goal and then adopting a mindset of never giving up until it's created."
Console/PC, Production

Don't Miss: An art direction autopsy of Firaxis' XCOM: Enemy Unknown  
by Staff [10.09.17]
Firaxis' successful revamp of a cult classic turns 5 years old today; to mark the occasion, why not look back at this fantastic GDC talk about how the XCOM: Enemy Unknown team found their art style?
Console/PC, Art, Production

Classic Postmortem: XCOM: Enemy Unknown, which turns 5 today 3
by Garth DeAngelis [10.09.17]
Five years ago today, Firaxis released XCOM: Enemy Unknown, a "reimagining" of the 1994 strategy classic. To celebrate its anniversary, we present this classic postmortem of the game's development.
Console/PC, Design, Production, History, Video

Video Game Deep Cuts: XXX Loot On Your Steam Death  
by Gamasutra Staff [10.08.17]
Some of this week's top longform articles/videos include more loot box opinions, the history of the ill-fated BMX XXX, what happens to your Steam account when you die, and more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Sirvo's Asher Vollmer reminds devs: know your audience, and be kind  
by Alex Wawro [10.05.17]
"Flappy Bird knows what it is," says Vollmer in a new episode of Designer Notes. "The problem with Semi-Automatic is we didn't know who this was for. We were just making it for, like, the world."
Indie, Production

Don't Miss: Producing Silent Hill and the hardships of making portable games scary  
by Staff [10.05.17]
In this 2006 feature, Gamasutra spoke with the producer for PSP title Silent Hill Origins and the Silent Hill digital novel about how one goes about making portable games scary.
Design, Production

New time-lapse videos showcase Thirty Flights of Loving's development  
by Alex Wawro [10.04.17]
Now, many years later, developer Brendon Chung has uploaded a playlist that showcases how different facets of the IGF award-nominated game were developed using a modified Quake 2 engine.
Indie, Production, Video

Fortnite: Battle Royale prompted engine-wide Unreal improvements 8
by Alissa McAloon [10.04.17]
Epic Games, the creator of both Fortnite and the Unreal Engine, says that developing the game’s recent battle royale mode led to a number of optimizations headed to the next few Unreal updates.
Console/PC, Social/Online, Programming, Production

Unity 2017.2 brings Autodesk integration into the fold 2
by Alissa McAloon [10.04.17]
A collaboration between Unity and Autodesk means that game devs and artists using tools from both companies should have an easier time in the future.
Art, Production, Video

Devs celebrate the art of level design with 'Blocktober' hashtag 1
by Chris Kerr [10.03.17]
Ever wondered how level designers plan out vast, sweeping levels without getting lost in a labyrinth of their own making? Well, get ready to find out.
Design, Production

Game Design Deep Dive: Managing randomization, frustration in Everspace 3
by Hans-Christian Kühl [10.03.17]
Hans-Christian Kühl of Rockfish Games on dealing with randomization and frustration in Everspace, a 3D sci-fi shooter with roguelike elements.
Console/PC, Indie, Design, Production, Video, Deep Dive

Overwatch director gets candid about the 'scary' side of game dev 15
by Chris Kerr [10.02.17]
Overwatch game director Jeff Kaplan has opened up about the emotional pressures of game development after a player accused the team of being short-staffed.
Console/PC, Production

Video Game Deep Cuts: The Creative Loot Box Observer  
by Gamasutra Staff [10.01.17]
Some of this week's highlights include the history of Creative Assembly, a disassembly of the loot box phenomenon, and analysis of the cyberpunk standout Observer.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

New Lumberyard update shows CryAnimation and Flow Graph the door  
by Alex Wawro [09.29.17]
If you're a dev working with Amazon's Lumberyard engine, you should know that today the company updated it to beta 1.11 -- overhauling its animation and visual scripting systems in the process.
Console/PC, Indie, Production

Watch Q-Games' Dylan Cuthbert share stories of coding Star Fox  
by Alex Wawro [09.29.17]
Dylan Cuthbert appeared today in the latest episode of Double Fine's ongoing "Devs Play" video series to share game dev trivia about the making of the 1993 Super Nintendo game Star Fox.
Console/PC, Design, Production, Video, Vault

Surviving the unexpected in indie development to make Ruiner  
by Bryant Francis [09.29.17]
We chatted with the developers of Ruiner to learn about making good cyberpunk and good top-down twin-stick shooters.
Console/PC, Indie, Design, Production, Video