Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Production
Don't Miss: Licensing music the indie way 19
by Gamasutra Community [07.28.17]
For her game Bollywood Wannabe, Catherine Levesque needed a specific kind of music -- and in this post, she details precisely how she went about getting the right music on the cheap.
Indie, Audio, Production

Blog: Making the transition from web development into video games 1
by Gamasutra Community [07.28.17]
Over the years I've known many business and web app developers who wanted to make the transition to game development. This article outlines some of the mistakes I've seen, and ways to avoid them.
Production, Business/Marketing

VRDC Speaker Q&A: Paul Bettner discusses what makes a successful indie VR studio  
by Emma Kidwell [07.27.17]
Paul Bettner is CEO and Founder of Playful Corp. and will be at VRDC 2017. Here, Bettner gives us some information about himself and his work.
VR, Production, Business/Marketing

Lessons learned from making 100 games in five years 2
by Joel Couture [07.26.17]
Developer James Earl Cox has recently completed his 100 Games in 5 Years project. Now, at the end of the adventure, Cox is left to reflect on what's he gained from this undertaking.
Indie, Design, Production

Learn how to succeed in VR from those who have done it at VRDC Fall 2017!  
by Staff [07.25.17]
From Arizona Shunshine to Raw Data, organizers highlight some expert VRDC Fall 2017 sessions that aim to deliver practical, actionable learnings gleaned from those who have been there and done that.
VR, Production, Business/Marketing, VRDC

Kingsway dev says Tamagotchi and his gym helped save him from burnout  
by Alissa McAloon [07.24.17]
Working out, napping, and digital pets are some of game development’s best-kept secrets.
Indie, Production, Video

Don't Miss: Dying Light: The Following devs share 5 tips for making great DLC 1
by Staff [07.24.17]
From upping your level design game to introducing new mechanics, here are five tips from the developers of Dying Light: The Following devs on creating quality DLC.
Console/PC, Art, Design, Production

Starpoint Gemini Warlords is a 'community-developed' indie game  
by Thomas Faust [07.24.17]
Croatian indie studio Little Green Men incorporated a great deal of community feedback into its tactical space simulator Starpoint Gemini Warlords.
Console/PC, Indie, Design, Production, Video

Sponsored: Evolving the tech behind God of War  
by Santa Monica Studio [07.24.17]
As Santa Monica Studio takes God of War in a bold new direction, the studio shares key technological highlights that make this possible on PlayStation -- and maybe you can help.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Recruitment, Sponsored Article

Arms producer Kosuke Yabuki outlines Nintendo's prototyping process 1
by Chris Kerr [07.24.17]
"Within Nintendo, individual people or teams have their ideas, and also we kind of choose the prototypes that are best suited to a team's skills to work on them."
Console/PC, Production

Video: Avoiding the scourge of 'evil data' in playtesting  
by Staff [07.21.17]
At GDC 2017, indie dev Adriaan de Jongh shares all the "evil data" he gathered in 6 years of playtesting 8 games and offers practical advice for playtesting your game effectively.
Console/PC, Indie, Production, Video, Vault

Don't Miss: A look back at the development of Ori and the Blind Forest 5
by Staff [07.21.17]
The CEO of Moon Studios pours his heart out in a lengthy postmortem of what went right -- and wrong -- during the 4-year development of Super Metroid-inspired Ori & The Blind Forest.
Indie, Programming, Art, Audio, Design, Production

Gigantic devs share tips for surviving game development's ups and downs 1
by Alissa McAloon [07.21.17]
“It's hard enough to make a new IP from scratch, but throw in the fact that we were a new company, an independent company, without a huge financial backing ever just makes everything challenging.”
Console/PC, Social/Online, Production, Video

Blog: Creating my very own virtual reality short, Witness  
by Gamasutra Community [07.21.17]
This post describes key aspects of the design process that went into making Witness, a virtual reality short I made in partnership with Warsaw Rising museum.
VR, Design, Production


Don't Miss: Rethinking adventure games to create empathy 6
by Staff [07.18.17]
"We set out to create an adventure game that had the soul of a '90s LucasArts title but felt a more contemporary. So, we ended up making a point and click, just without the pointing and clicking."
Console/PC, Design, Production

Splash Damage and Wargaming partner up for multiplayer projects 1
by Chris Kerr [07.18.17]
UK studio Splash Damage has agreed a deal to develop new multiplayer titles with World of Tanks creator, Wargaming. 
Production, Business/Marketing

Elite's David Braben: 'I would say no game is ever finished' 3
by Alex Wawro [07.17.17]
"People have described so many games as unfinished," veteran game dev and Frontier Developments chief David Braben tells Glixel. "But what they mean is 'You could do more.'"
Console/PC, Social/Online, Production

Get a job: Disruptor Beam is hiring a Sr. QA Engineer  
by Staff [07.17.17]
Disruptor Beam is looking for a Sr. QA Engineer to take responsibility for testing its platform services, data pipelines, and more as a member of its team in Framingham, MA.
Smartphone/Tablet, Production, Recruitment

Blog: VR comfort and optimization in Sublevel Zero Redux  
by Gamasutra Community [07.17.17]
In bringing Sublevel Zero Redux to VR, we've had to overcome serious design and technical challenges. We dive into some of the solutions we've implemented to create a great VR experience.
VR, Design, Production