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March 18, 2018
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Updates » Production
Khronos expands Vulkan graphics API with dev-requested features  
by Chris Kerr [03.07.18]
Version 1.1 expands Vulkan's repertoire with improved developer tools, wide industry adoption, and new specifications for evolved functionality and performance. 
Programming, Production

Ubisoft is training an AI to squash game bugs before they're written 5
by Chris Kerr [03.06.18]
The Assassin's Creed developer has trained an AI tool called Commit Assistant to spot when programmers are about to mess up, preemptively fixing bugs before they've even been smashed into existence. 
Programming, Production

Video: How Gone Home was localized by fans  
by Emma Kidwell [03.05.18]
In this 2014 GDC talk, The Fullbright Company's Johnnemann Nordhagen explains how Gone Home enabled, supported, and encouraged fan-made translations for the game.
Indie, Production, Video

At GDC 2018, see how Edith Finch's devs weaved 13 prototypes into 1 game  
by Staff [03.05.18]
It's nearly here: GDC 2018! As you prepare yourself accordingly, organizers want to make sure you don't overlook a great talk about the unique production of indie hit What Remains of Edith Finch.
Indie, Production

How an injured dev learned to make games without using his hands 1
by Brittany Vincent [03.05.18]
Longtime game dev Rusty Moyher chats with Gamasutra about exactly how (and why) he created his new game Dig Dog almost entirely without using his hands due to severe RSI.
Indie, Serious, Production

Video Game Deep Cuts: It's Perfect, It's Water, It's Wine  
by Gamasutra Staff [03.04.18]
This week's article & video highlights include Bennett Foddy on the pitfalls of perfectionism, a piquant analysis of Where The Water Tastes Like Wine, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Sony reorganizing PlayStation business to improve dev and marketing ops  
by Chris Kerr [03.01.18]
On the development side of things, the shake up is designed to help Sony woo customers by creating a "broad spectrum" of first-party experiences.
Console/PC, Production, Business/Marketing

Don't Miss: A game dev postmortem of Ratchet & Clank 2016 3
by Staff [02.28.18]
"We needed to make a big game that blew away our previous efforts. It needed to sync up with the just-getting-started film. And we needed to ship it in 10 months to line up with the movie release."
Console/PC, Programming, Art, Design, Production

Facebook launches Women in Gaming site to share stories, research, and tools  
by Alissa McAloon [02.28.18]
Facebook has launched a Women in Gaming initiative to share the stories of female developers with the goal of encouraging more women to take up roles in the industry.
Programming, Design, Production, Business/Marketing

Become a better producer in a day at the GDC 2018 Producer Bootcamp!  
by Staff [02.28.18]
The GDC 2018 Producer Bootcamp on Tuesday, March 20th is going to be a fantastic day-long learning opportunity with a ton of expert sessions on the ins and outs of being a great producer in game dev.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, GDC

Weekly Jobs Roundup: PlayStation, Bandai Namco, and more are hiring now!  
by Staff [02.27.18]
Whether you're just starting out, looking for something new, or just seeing what's out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.
Console/PC, Programming, Design, Production, Recruitment

Blog: Random advice on how to survive as an indie studio 1
by Gamasutra Community [02.27.18]
Random musings, assumptions, and reflections from Iron Tower Studio's Vince Weller on how the studio has evolved, adapted, and survived.
Production, Business/Marketing

Get useful game dev tips from Unity, Amazon, and Autodesk at GDC 2018  
by Staff [02.27.18]
These dev day sessions take place during the first two days of GDC March 19th and 20th) and offer you an opportunity to engage with and learn from some of the top players in the industry.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC

Building the original Thief's revolutionary stealth system 1
by Chris Kerr [02.27.18]
"It was one of the things we didn't fully understand. We had to feed back to the player their stealth state in terms of visibility. Showing that in a very clear way was important."
Console/PC, Design, Production, Video

Blog: Give the player what they deserve - a guide to feedback 2
by Gamasutra Community [02.27.18]
Discussing the importance of player feedback and a practical guide towards delivering it in the most efficient way possible.
Design, Production

Video Game Deep Cuts: Rolling The DICE For An Oregon Trail Switch  
by Gamasutra Staff [02.25.18]
This week's longform highlights include Phil Spencer's speech at the DICE Summit, how the Switch is encouraging people to play games they wouldn't otherwise, & rare documents on The Oregon Trail's history.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

The Legend of Zelda: Breath of the Wild big winner at DICE Awards 3
by Kris Graft [02.23.18]
At the 21st DICE Awards in Las Vegas on Thursday night, Nintendo’s The Legend of Zelda: Breath of the Wild won game of the year, in addition to three other awards.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Attend GDC 2018 for a behind-the-scenes look at texturing Pixar's CocoVR  
by Staff [02.22.18]
Heads up, VR devs: If you're coming to the Game Developers Conference in San Francisco next month you won't want to miss a great talk about the rendering of Pixar's VR experience Coco VR.
VR, Art, Production, GDC

Warcraft III receives major patch ahead of first ever Invitational 1
by Chris Kerr [02.22.18]
Blizzard has released a new major patch for Warcraft III more than 15 years after the popular strategy title first hit shelves. 
Console/PC, Production

Video: How color defined the visual rules of Shangri-La in Far Cry 4  
by Emma Kidwell [02.21.18]
In this 2015 GDC talk, Ubisoft Toronto's Joshua Cook explains the development process in regards to defining the look of a unique world within a world for Far Cry 4.
Console/PC, Art, Production, Video