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January 20, 2018
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Updates » Production
Devs share the highs and lows of working on Telltale's Tales from the Borderlands 2
by Alex Wawro [08.08.17]
Campo Santo's latest Quarterly Review features a meaty oral history of Tales from the Borderlands which chronicles the game's rollercoaster development and mixed success.
Console/PC, Production

Video: Producing cinematic dialogue for The Witcher 3: Wild Hunt 1
by Staff [08.08.17]
At GDC 2016 CDPR's Piotr Tomsinski takes the stage to break down how the studio designed and implemented dialogue in its non-linear open-world RPG The Witcher 3: Wild Hunt.
Console/PC, Design, Production, Video, Vault

Devs reflect on 8 years spent making an episodic game meant to take 12 months 1
by Alex Wawro [08.07.17]
"Who cares how long things take?" The Dream Machine co-dev Anders Gustafsson says to Waypoint, reflecting on the game's origins. "Let's just get this party started and solve all problems as we go!"
Indie, Production

At VRDC Fall 2017, see how the Rick & Morty VR experience was made!  
by Staff [08.07.17]
Owlchemy Labs' Alex Schwartz and Devin Reimer will†break down the successes, failures, and lessons learned during the development of the game, which was recently published by Adult Swim.
VR, Design, Production, VRDC

Blog: How to simply implement inverse kinematics  
by Gamasutra Community [08.07.17]
This IK solution breaks an intensive mathematical solution into three easy-to-follow steps. Pseudo-code is included to make things easier to understand and implement. Three functions and you're done.

New Skyrim mod uses AI to make NPCs more autonomous  
by Chris Kerr [08.07.17]
Computer science researchers at North Carolina State University and Universidade de Lisboa have created a tool for Skyrim that makes NPCs more autonomous and reactive.
Programming, Production

Video Game Deep Cuts: The Twin-Stick Tacoma Pyre  
by Gamasutra Staff [08.06.17]
This week's longform article/video highlights include the making of Fullbright's Tacoma and Supergiant's Pyre, as well as a guide to the essential twin-stick shooters & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Lessons learned from making a multiplayer VR game engine
by Staff [08.04.17]
At GDC 2017 Unity's Liz Mercuri showcases how she used new VR tools and tech to build her own engine: the Horror Engine, a multiplayer VR game engine created entirely from C++ libraries.
VR, Programming, Production, Video, Vault

Keywords snaps up four French audio recording and localization firms  
by Chris Kerr [08.04.17]
Burgeoning game service provider Keywords Studios has snapped up four french companies that specialize in audio recording and localization.†
Audio, Production, Business/Marketing

Video: Peter Molyneux walks through the making of Black & White  
by Staff [08.03.17]
Looking back at this GDC 2000 keynote from Molyneux offers insight into how games were made & talked about at the turn of the millennium, as well as perspective on how the game industry has grown.
Console/PC, Design, Production, Video, Vault

Blog: What goes into making games in Latin America? 2
by Gamasutra Community [08.03.17]
An analysis of the game development in Latin America, looking at the difficulties, the disadvantages, and what makes games made in the region special.

Blog: Localizing hit Steam game Detention for Western audiences 2
by Gamasutra Community [08.03.17]
Detention is an East Asian cultural-centered game. In order to make it easier for non-local players to immerse themselves in the game, we focused heavily on two key areas of localization.
Production, Business/Marketing

Remedy and Nvidia are using neural networks to streamline animation 3
by Chris Kerr [08.03.17]
Alan Wake and Quantum Break developer Remedy is working with tech giant Nvidia to create a streamlined motion capture and animation system.†
Art, Audio, Production, Video

Blog: A mid-year analysis of game Kickstaters in 2017 3
by Gamasutra Community [08.03.17]
Thomas Bidaux looks at how game projects are faring on crowdfunding giant Kickstarter mid-way through the year.
Production, Business/Marketing

How Guerrilla bent the rules to turn Horizon into a 4K masterpiece 1
by Chris Kerr [08.03.17]
UPDATE: "We have a strong focus on anti-aliasing so whatever technique we wanted to use for having 4K rendering also needed to be at that same quality."
Design, Production

Blog: 5 things we learned from the Windjammers beta  
by Gamasutra Community [08.02.17]
We decided to do a closed beta for Windjammers and we learned a lot from it. Here are five of the most important lessons our beta bestowed upon us.
Design, Production

Blog: Game producer voodoo 7
by Gamasutra Community [08.02.17]
There's a lot you can do as a game producer to improve timeliness and quality, so here's a checklist straight out of the game producer's bag of tricks.

Blog: Will internal game jams work for your studio?  
by Gamasutra Community [08.02.17]
If youíve wondered whether an internal game jam would work for your studio, read on and learn from our experiences.
Design, Production

Blog: The struggles of making a game alone 19
by Gamasutra Community [08.02.17]
Using the game Hang Line as a case study, this article gives suggestions of how to make it through hard times as a solo developer and how to find the motivation to finish.
Design, Production

Blog: Why documentation is a necessary evil 3
by Gamasutra Community [08.01.17]
I discuss why documentation is needed in the game development cycle and how it can be improved.