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April 25, 2018
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Updates » Production
Inaugural ADL 'being an ally' game jam saw 20 anti-bias games  
by Alissa McAloon [11.10.17]
The Anti-Defamation League and Museum of Art and Digital Entertainment have named the winner of the first week-long Being An Ally game jam.

Blog: Balancing quality graphics with performance - Part 2 1
by Gamasutra Community [11.09.17]
Second part of techniques and tricks used to achieve high quality graphics while keeping performance used on Angest for GearVR
Programming, Production

Attend GDC 2018 for a behind-the-scenes look at Far Cry 5's asset build system  
by Staff [11.08.17]
Ubisoft Montreal engine architectRemi Quenin will be speaking frankly about how Ubisoft fleshes outits big open-world games full of assetswithoutbringing the whole project crashing down.
Console/PC, Production, GDC

Board members vote to officially end voice actors' strike 3
by Chris Kerr [11.08.17]
National Board members at screen actors guild SAG-AFTRA have called an official end to the union's year-long strike.
Production, Business/Marketing

Postmortem: The totalitarian puzzle-platformer Black The Fall 6
by Cristian Diaconescu [11.08.17]
"The journey from conception to release was a crazy ride, with ups and downs. We learned so much, made a few mistakes, and scored a lot of successes. Hopefully they'll help you."
Console/PC, Production, Business/Marketing, Video

Blog: Porting a PC game to the Switch - Part 1  
by Gamasutra Community [11.07.17]
This is the first in a three part blog series. To kick things off, I want to explain how to redesign keyboard and mouse controls to actually work on a controller.
Programming, Production

Blog: What makes a good game tester?  
by Gamasutra Community [11.07.17]
I want to explore what I feel are the most important skills and attributes of a good game tester, and what type of mindset I believe a good game tester should have.

Kan Gao on the benefits and drawbacks of designing in RPG Maker 2
by Joel Couture [11.07.17]
I compare RPG Maker to a pencil. With a pencil there are techniques to learn, but compared to the other writing tools, its the most simplistic one. But you can still create elaborate works with it.
Console/PC, Indie, Design, Production, Video

How Overwatch evolved throughout its early days of development  
by Alissa McAloon [11.06.17]
It's an especially interesting look at the competitive multiplayer game since, by game director Jeff Kaplan's own admission, Blizzard doesn't typically release footage of its early progress or prototypes.
Design, Production, Video

Blog: Why Hellblade can't serve as a role model for developers 12
by Gamasutra Community [11.06.17]
Hellblade was released to widespread acclaim. As an indie game made and published with high production standards it has since been heralded as a role model, but I want to challenge that idea.
Console/PC, Production, Business/Marketing

Blog: How to translate your game - Part 3 1
by Gamasutra Community [11.06.17]
In this final article on game translation, the scripts used to work with strongs are shared alongside an example project, made in Gamemaker Studio 2.
Audio, Production

Blog: How can game devs avoid burnout? 20
by Gamasutra Community [11.06.17]
Why do so many game studios work overtime? How do you avoid burning out the passionate people working on your team?

Video Game Deep Cuts: Donkey Crossing? Let's Observer!  
by Gamasutra Staff [11.05.17]
Some of this week's longform article & video highlights include a look at the new F2P Animal Crossing, Donkey Kong 64's speedrun history, and the cyberpunk horror of Observer.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

At GDC 2018, For Honor devs share lessons learned sustaining a live game  
by Staff [11.03.17]
At GDC 2018 For Honorcreative director Roman Campos Oriola and game director Damien Kieken will tell the tale of their game, its post-launch troubles, and how they addressed them.
Console/PC, Social/Online, Design, Production

Blog: There has to be another way to make indie games 9
by Gamasutra Community [11.03.17]
Another promising indie game fails and I start thinking of ways not to fall victim to the same issues.
Design, Production

Postmortem: Building The Turing Test around a secret mechanic 2
by David Jones [11.03.17]
"Our most unique central mechanic could not be shown in marketing, reviews or previews because the mechanic is tightly integrated with the story." - David Jones, design director of The Turing Test.
Console/PC, Indie, Design, Production, Business/Marketing, Video

Don't Miss: Forging the creative vision behind For Honor  
by Staff [11.02.17]
Ubisoft's Jason VandenBerghe delivers a passionate presentation about the creative processes that propelled For Honor into production and guided everyone on the team.
Console/PC, Design, Production

Get a job: Crystal Dynamics is hiring a Creative Director  
by Alissa McAloon [11.02.17]
Crystal Dynamics is looking for a talented and passionate Creative Director to join its team in Redwood City, California.
Production, Recruitment

UK games tax relief initiative extended until 2023  
by Chris Kerr [11.02.17]
It's good news for devs in the region,and means those creating games in Britain will be able to claim back up to 25 percent of production costs for at least another six years.
Production, Business/Marketing

Blog: Never be ashamed of your process if the result is good 5
by Gamasutra Community [11.01.17]
A lot of people feel insecure about the way they they create, so this post is about setting aside my creative pride and focusing on the result instead of on whether I consider my methods 'cheating.'