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April 23, 2018
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Updates » Production
From Bungie to indie: Marcus Lehto's fresh start at V1  
by Alan Bradley [10.16.17]
"Moving from a huge behemoth like Bungie to being completely independent was simultaneously refreshing and absolutely terrifying."
Console/PC, Indie, Design, Production, Business/Marketing

Video Game Deep Cuts: On Color Cycling Morty & Divinity  
by Gamasutra Staff [10.15.17]
Some of this week's longform article/video highlights include the making of Rick & Morty's VR game, a classic 2D game art podcast, & discussing Divinity: Original Sin 2's success.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Get a job: Crystal Dynamics is hiring a Creative Director  
by Staff [10.12.17]
Crystal Dynamics is looking for a talented and passionate Creative Director for a new AAA action adventure title it is developing at its studio in Redwood City, California.
Production, Recruitment

Blog: How to translate your game - Part 1 4
by Gamasutra Community [10.12.17]
Get a high level overview of what it takes to get your game translated this three part blog series. Part 1 is about planning and preparing for the localization process and its various phases.

Blog: Scaling dedicated game servers with Kubernetes - Part 3 1
by Gamasutra Community [10.12.17]
In this post we look at how to use game server CPU information to increase the nodes in our Kubernetes cluster as our player base increases.
Programming, Production

Riot co-founders returning to the front lines of game development  
by Chris Kerr [10.12.17]
Riot co-founders Brandon Beck and Marc Merrill are leaving the world of management and heading back to the front lines of game development.
Console/PC, Design, Production

Shadow of War dev says to be a better lead, 'make yourself obsolete' 2
by Alex Wawro [10.11.17]
Middle-earth: Shadow of War technical art director Matthew Allen chats with Gamasutra about how he's learned to be a better game dev lead by making himself obsolete.
Console/PC, Production

Virtual reality outfit Bigscreen raises $11M to expand social app  
by Chris Kerr [10.11.17]
Virtual reality studio Bigscreen has secured $11 million in Series A financing to make new hires and accelerate the development of its social platform.
VR, Production

'Yeesh, let's not try and do that again': Valve dev reflects on The Orange Box  
by Alex Wawro [10.10.17]
"It ended up furthering our belief that we needed to get to a place where we could do whatever we wanted with our games," Valve's Robin Walker tells RPS in a chat about the decade-old Orange Box.
Console/PC, Production, History

Video: How to cut the tether and make games from anywhere  
by Staff [10.10.17]
At GDC 2017, remote dev Jon Jones details what skills and disciplines are necessary to transition from a full-time office worker into someone that works from home, a coffee shop, or the road.
Console/PC, Indie, Programming, Production, Video, Vault

Divinity: Original Sin 2 dev explores how open game dev can help (and hurt) progress  
by Alissa McAloon [10.10.17]
“Because it puts a lot of pressure on you, that's for sure,” explains Larian Studios founder Swen Vincke. "But you also can't make diamonds without pressure, right?”
Console/PC, Production

How Stardew Valley creator Eric Barone coped with a four year dev cycle  
by Chris Kerr [10.10.17]
"I never really participated in any game jams or anything, I just set a huge goal and then adopting a mindset of never giving up until it's created."
Console/PC, Production

Don't Miss: An art direction autopsy of Firaxis' XCOM: Enemy Unknown  
by Staff [10.09.17]
Firaxis' successful revamp of a cult classic turns 5 years old today; to mark the occasion, why not look back at this fantastic GDC talk about how the XCOM: Enemy Unknown team found their art style?
Console/PC, Art, Production

Classic Postmortem: XCOM: Enemy Unknown, which turns 5 today 3
by Garth DeAngelis [10.09.17]
Five years ago today, Firaxis released XCOM: Enemy Unknown, a "reimagining" of the 1994 strategy classic. To celebrate its anniversary, we present this classic postmortem of the game's development.
Console/PC, Design, Production, History, Video

Video Game Deep Cuts: XXX Loot On Your Steam Death  
by Gamasutra Staff [10.08.17]
Some of this week's top longform articles/videos include more loot box opinions, the history of the ill-fated BMX XXX, what happens to your Steam account when you die, and more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Sirvo's Asher Vollmer reminds devs: know your audience, and be kind  
by Alex Wawro [10.05.17]
"Flappy Bird knows what it is," says Vollmer in a new episode of Designer Notes. "The problem with Semi-Automatic is we didn't know who this was for. We were just making it for, like, the world."
Indie, Production

Don't Miss: Producing Silent Hill and the hardships of making portable games scary  
by Staff [10.05.17]
In this 2006 feature, Gamasutra spoke with the producer for PSP title Silent Hill Origins and the Silent Hill digital novel about how one goes about making portable games scary.
Design, Production

New time-lapse videos showcase Thirty Flights of Loving's development  
by Alex Wawro [10.04.17]
Now, many years later, developer Brendon Chung has uploaded a playlist that showcases how different facets of the IGF award-nominated game were developed using a modified Quake 2 engine.
Indie, Production, Video

Fortnite: Battle Royale prompted engine-wide Unreal improvements 8
by Alissa McAloon [10.04.17]
Epic Games, the creator of both Fortnite and the Unreal Engine, says that developing the game’s recent battle royale mode led to a number of optimizations headed to the next few Unreal updates.
Console/PC, Social/Online, Programming, Production

Unity 2017.2 brings Autodesk integration into the fold 2
by Alissa McAloon [10.04.17]
A collaboration between Unity and Autodesk means that game devs and artists using tools from both companies should have an easier time in the future.
Art, Production, Video