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January 22, 2018
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Updates » Production
PSA: Today's the last day to pitch your GDC 2018 Main Conference talks!  
by Staff [08.17.17]
Hey devs: thecall 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.
Production

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 howCuphead'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 gamehas 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

Blog: Catch-up systems (and what the heck are those?) 1
by Gamasutra Community [08.15.17]
Users could easily forget a game's mechanics if they don't play for a while. That leads to frustration, which could make them give up. In this article you'll find potential solutions to that problem.
Design, Production

Punishing difficulty conveys a personal story in The End is Nigh 1
by Joel Couture [08.15.17]
"As The End is Nigh unfolded, it became a story about my personal struggle with game development, my obsession with my work, and how it affects my family."
Console/PC, Indie, Design, Production, Video

The Long Dark dev: When talking to fans, sometimes less is more  
by Alex Wawro [08.14.17]
"I will probably say less about what we intend to deliver and when," Hinterland founder Raphael van Lierop tells Gamasutra. "Try to avoid setting milestones until we're very, very confident."
Indie, Production, Video

Blog: Stop being a stupid indie game developer 22
by Gamasutra Community [08.14.17]
No doom and gloom here, but stop being an indie game developer, and start running a business! Here are some tips from my 13 years running a full-time indie development company.
Production, Business/Marketing

Video Game Deep Cuts: GTA Online's Flash Dream  
by Gamasutra Staff [08.14.17]
This week's longform articles/videos include GTA Online's crime issues, the history of the Flash game scene, & the triumphant completion of The Dream Machine.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

With LawBreakers loose, Bleszinski says livestreaming the alpha was a misstep 3
by Alex Wawro [08.11.17]
"It deflated some of the expectations, and we have to work three times as hard to win people back based on that perception," Boss Key cofounder Cliff Bleszinski says in a new interview with Eurogamer.
Social/Online, Production

Don't Miss: Learning to love procedural art while making No Man's Sky 2
by Staff [08.11.17]
At GDC 2015, Hello Games' Grant Duncan popped up on stage to speak frankly with fellow developers about exactly how and why the studio came to procedurally generate the worlds of No Man's Sky.
Console/PC, Indie, Art, Production

Q&A: Corinne Le Roy details the history of Ubisoft Shanghai  
by Mathew Kumar [08.11.17]
"Maybe we seem low-key. But I think we are probably one of the best studios in the world. I think 20% of the company here has more than 10 to 15 years of experience."
Console/PC, Smartphone/Tablet, Production, Business/Marketing

Video: Jesse Schell's guide to great game studio management 1
by Staff [08.10.17]
Schell Games chief Jesse Schell takes to the stage at GDC 2015 to deliver a frank breakdown of what's involved with being a great manager in games, sharing six actionable bits of advice in the process.
Console/PC, Indie, Production, Business/Marketing, Video, Vault

Submit your great Production & Team Management talks for GDC 2018!  
by Staff [08.10.17]
The GDC 2018 Production & Team Management track is looking for talks, especially from experienced producers who have shipped games and seek to share their best techniques or experiences!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production, GDC