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January 18, 2018
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Updates » Production
Blunder years: Game devs talk about their biggest mistakes  
by Chris Kerr [01.10.18]
In an effort to prove that sometimes it's okay to mess up, veteran animator Dan Perry asked his fellow game makers to tweet about some of the most agonizing mistakes they've made over the years.
Programming, Design, Production, Business/Marketing

Pixel Art Academy dev on what to do with a late Kickstarter  
by Emma Kidwell [01.09.18]
Developer of the successfully funded Pixel Art Academy Matej Jan took to Medium offering advice on what to do after a Kickstarter campaign runs late. 
Indie, Production

Weekly Jobs Roundup: Wargaming, Naughty Dog, and more are hiring now!  
by Staff [01.09.18]
Companies like Wargaming, PlayQ, Gunfire Games, and Naughty Dog are hiring engineers, designers, producers, and more on the Gamasutra job board.
Programming, Design, Production, Recruitment

Come on and slam at the GDC 2018 NBA Jam Classic Game Postmortem!  
by Staff [01.09.18]
Mark Turmell, a longtime game designer and programmer who's been making games since the '80s, will be at GDC 2018 in March to present a fascinating Classic Game Postmortem of NBA Jam
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: The successes and failures of my debut game 2
by Gamasutra Community [01.09.18]
Can you talk about your game, is the pricing right and how does the game feel? These are just some of the points I am going to look at in this blog post.
Design, Production

Classic Tools Retrospective: Tim Sweeney on the first version of UnrealEd 8
by Gamasutra Community [01.09.18]
Epic founder Tim Sweeney talks to David Lightbown about UnrealEd, one of the most popular level editors in the game industry, used to build levels for Unreal, Deus Ex, Gears of War, BioShock and more.
Console/PC, Indie, Programming, Design, Production, History

Video: Shenmue director Yu Suzuki's classic GDC 2000 interview  
by Staff [01.08.18]
In this classic video, Shenmue director and designer Yu Suzuki appears onstage at GDC 2000 to talk frankly (with the help of an interpreter) about his unique approach to game design.
Console/PC, Design, Production, Video, Vault

Don't Miss: 6 ways to make your game more appealing to speedrunners 1
by Staff [01.08.18]
As AGDQ kicks off its yearly charity speedrunning marathon, take a look at these tips from the Spelunky, Shovel Knight, Crypt of the Necrodancer, and Axiom Verge devs on making speedrunable games.
Programming, Design, Production, Business/Marketing

Rebellion has purchased troubled SkySaga developer Radiant Worlds  
by Chris Kerr [01.08.18]
The UK outfit will be rebranded as Rebellion Warwick, and will join Rebellion Liverpool as a sister studio to the company's Oxford headquarters. 
Production, Business/Marketing

Video Game Deep Cuts: A Warframe In The Arizona Sunshine  
by Gamasutra Staff [01.07.18]
This week's longform article/video highlights include why Warframe is a (somewhat more) ethical approach to free-to-play, bringing Arizona Sunshine to PlayStation VR, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: How Sunless Sea devs found success through open production  
by Emma Kidwell [01.05.18]
In this GDC 2016 session, former Failbetter Games staffer Alexis Kennedy goes over how the company used open publishing techniques to steer themselves away from bankruptcy and toward being financially stable with their game, Sunless Sea
Indie, Production, Video

Blog: A guide to systems-based game development 1
by Gamasutra Community [01.05.18]
An analysis of systems-based, holistic game design and development and the difference between a "System Designer" and "Systems Designer".
Production

Epic planning audit to combat copyright infringement on Unreal Marketplace  
by Chris Kerr [01.04.18]
"While we have always rejected content that is found to infringe on copyright or trademark, over the past few months the Marketplace has been armed with more resources for content review."
Console/PC, Production, Business/Marketing

Apple offers free Developer Program membership to non-profits  
by Chris Kerr [01.04.18]
The Cupertino giant is willing to disregard the program's annual $99 membership fee for non-profits, accredited educational institutions, and government entities based in the States.
Smartphone/Tablet, Production, Business/Marketing

Tabletop games soar on Kickstarter as video games stagnate 5
by Chris Kerr [01.03.18]
Kickstarter has revealed that crowdfunding for games leapt up during 2017, with the amount of cash being pledged rising by 30 percent since 2016.
Production, Business/Marketing

Blog: Creating dissolve VFX with Unity surface shaders 6
by Gamasutra Community [01.03.18]
In this post, we'll look at how to create dissolution VFX using custom surface shaders in Unity.
Design, Production

Apple acquires mobile development platform Buddybuild  
by Chris Kerr [01.03.18]
Buddybuild specializes in mobile development solutions, and is primarily known for offering an array of development tools through its eponymous platform.
Production, Business/Marketing

Blog: The making of a transformational puzzle game  
by Gamasutra Community [01.02.18]
In this article I chronicle my design process in creating an award winning transformational puzzle game about geometry, and conclude with lessons learned.
Design, Production

Sumo Digital acquires Newcastle studio from CCP Games 1
by Chris Kerr [01.02.18]
Snake Pass developer Sumo Digital has kicked off the new year by acquiring CCP Games' Newcastle studio for an undisclosed fee. 
Production, Business/Marketing

Level Design Deep Dive: Making an I Expect You To Die VR puzzle level on a budget  
by Shawn Patton [01.01.18]
"The expensive part of creating levels was iteration time. Finding the puzzle difficulty balance while keeping things interesting requires lots of tweaking. Could we do it with a smaller team on a tighter timeline?"
VR, Console/PC, Indie, Design, Production, Business/Marketing, Video, Deep Dive