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April 23, 2018
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Updates » Production
Digital Extremes halts production of The Amazing Eternals  
by Chris Kerr [10.27.17]
The Canadian studio, which also developed Warframe and The Darkness II, is "hitting the pause button" for the time being. 
Production, Business/Marketing

Video: Director Hajime Tabata revisits the making of Final Fantasy XV  
by Staff [10.26.17]
At GDC 2017 Square Enix's Hajime Tabata reflects on the process of making Final Fantasy XV, sharing stories with fellow devs about the trials and triumphs the dev team faced while shipping the game.
Console/PC, Design, Production, Video, Vault

GameMaker Studio 2 gets Universal Windows Platform support 2
by Chris Kerr [10.26.17]
YoYo Games has partnered with Microsoft to give its GameMaker Studio 2 developers access to the Xbox Live Creators Program. 
Console/PC, Programming, Production

Blog: Balancing high-quality graphics with performance 1
by Gamasutra Community [10.25.17]
In this article, I talk a bit about how we were able to achieve high quality graphics in our recent released game Angest while keeping high performance.
Design, Production

Blog: Understanding saving and loading in Unity VR 1
by Gamasutra Community [10.25.17]
Today we're going to work on something that we've never seen before in any of the tutorials: Saving and loading data in Unity! Specifically, we're going to save and load our high score from our game.
VR, Programming, Production

Blog: Bringing Galaxy on Fire to Vulkan - Part 5  
by Gamasutra Community [10.24.17]
This is a blog series explaining how we brought our game to Vulkan. In our final post, we show performance measurements and compare implementation sizes.
Programming, Design, Production

Keywords agrees to $66.4M deal for game testing giant VMC 1
by Chris Kerr [10.24.17]
The Irish outfit has signed a conditional agreement with VMC's parent company Volt Information Sciences, and is looking to purchase 100 percent of the company for $66.4 million in cash. 
Production, Business/Marketing

Blog: How to translate your game - Part 2 14
by Gamasutra Community [10.23.17]
This is the second part of my series explaining what it takes to translate a video game. This instalment deals with the importance of getting off to a good start.
Production, Business/Marketing

Blog: The anti-pattern of optional goals in tasklists  
by Gamasutra Community [10.23.17]
Why Not Games programmer Nikhil Murthy explains how optional goals and tasklists conflict with each other.

Video Game Deep Cuts: Single-Player, Paperclip or Chicken-Blocking?  
by Gamasutra Staff [10.22.17]
This week's longform article/video highlights include the death - or not - of single-player AAA games, the clicker game paperclip-pocalypse, and some crazy specific fighting game terms.
VR, Console/PC, Social/Online, Indie, Programming, Art, Design, Production

Harmonix lays off 14 in bid to 'reduce overhead'  
by Bryant Francis [10.19.17]
The developer of Rock Band is letting go of 14 employees today less than a month after the release of DropMix.
Console/PC, Production

Blog: Creating full motion video for Full Throttle Remastered - Part 1 1
by Gamasutra Community [10.19.17]
This is an overview of the full motion video pipeline for Full Throttle Remastered. Starting from the 20-year old LucasArts archives, we'll investigate how we were able to achieve our remastered FMVs.
Design, Production

Video: How Bungie localized Destiny for the world  
by Staff [10.18.17]
At GDC 2015, Bungie's Tom Slattery explains the studio's move to build an internal localization team for Destiny and details how it worked, as well as some of the challenges faced along the way.
Console/PC, Production, Video, Vault

Registration is now open for GDC 2018!  
by Staff [10.18.17]
This will be the 32st edition of GDC, the world's largest and longest-running event for game developers, and you can register right now by visiting the official GDC 2018 website!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Heads up, Unreal devs: Improbable pushes its UE4 SDK into open beta  
by Alex Wawro [10.17.17]
Improbable announced today that its flagship product, the virtual world-building platform SpatialOS, has been updated -- and with that comes an open beta for the platform's Unreal Engine integration.
Console/PC, Production

Blog: Bringing Galaxy on Fire to Vulkan - Part 4  
by Gamasutra Community [10.17.17]
This is a blog series on how we brought our game to Vulkan. In this post, we wanted to cover a few of the Android-specific peculiarities we encountered.
Smartphone/Tablet, Production

Video: Remastering Double Fine's Day of the Tentacle and Grim Fandango  
by Staff [10.16.17]
At GDC 2016 Double Fine's Oliver Franzke and Shiny Shoe's Mark Cooke dive dig into the interesting improvements and challenges they encountered while remastering both for PS4, PS Vita, PC, and mobile.
Console/PC, Indie, Art, Design, Production, Video, Vault

Now's the time to submit talks for the GDC 2018 Tutorials!  
by Staff [10.16.17]
If you have an idea for a talk that would be a good fit for one of the many Tutorials (from board game design day to the level design workshop) at GDC 2018, organizers want to hear it!
Console/PC, Indie, Design, Production, GDC

Blog: That magic character only French translators use 3
by Gamasutra Community [10.16.17]
Automatic line-wrapping in games is the source of many localization bugs that can only be seen by the LQA team, but French uses a special character that will solve a lot of those bugs.

Blog: Old games, remasters, and the joy of owning your work 3
by Gamasutra Community [10.16.17]
We're currently remastering our most popular game (for the second time). So let's talk about indie game history, the pros and cons of remasters, and the joy of owning and controlling your work.
Production, Business/Marketing