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Updates » Production
Blog: Tips for creating a successful Kickstarter - Part 1 6
by Gamasutra Community [07.17.17]
This is part one of three articles that go into detail about preparing and running a Kickstarter campaign for your video game.
Production, Business/Marketing

Video Game Deep Cuts: The 4D Cyberpunk Fire  
by Gamasutra Staff [07.17.17]
This week's longform game article/video highlights include the Cyberpunk RPG's original author, 4D Toys' brain-bending surreality, Fire Pro Wrestling's resurgence, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Video: 6 ways of using AI in procedural content generation for games  
by Staff [07.14.17]
at GDC 2017, devs Tyler Coleman, Zach Aikman, Tanya Short, Tarn Adams, Mitu Khandaker-Kokoris, and Luiz Krue share their own tricks for leveraging the power of AI in procedural generation for games.
Console/PC, Indie, Programming, Production, Video, Vault

How Final Fantasy XII benefited from giving localizers an unusual amount of freedom  
by Alissa McAloon [07.14.17]
Veteran localizer Alexander O. Smith recalls how parts of the iconic world of Final Fantasy XII came as a result of the amount creative freedom Square Enix granted its localization staff.
Console/PC, Production

Video: How Halo 4 achieved high-quality assets without sacrificing performance 1
by Staff [07.13.17]
At GDC 2014 Halo 4 dev Wes Grandmont III hops onstage to share valuable, practical advice on how you can squeeze the most beautiful, high-res assets into your game without sacrificing performance.
Console/PC, Art, Production, Video, Vault

Horizon Zero Dawn dev Guerrilla Games wins big at Develop Awards  
by Chris Kerr [07.13.17]
Guerrilla Games was one of the big winners at last night's Develop Awards in Brighton, taking home the Studio of the Year and Animation Awards for its work on Horizon Zero Dawn
Programming, Art, Audio, Design, Production

For Cyberpunk 2077, asking the right questions is key for staying true to source material  
by Alissa McAloon [07.12.17]
After a number of game studios have tried and failed to strike a deal for his Cyberpunk tabletop series, Mike Pondsmith is adamant that CD Projekt Red’s adaptation stays faithful.
Console/PC, Design, Production

Don't Miss: Team Meat's postmortem look at the development of Super Meat Boy 46
by Edmund McMillen, Tommy Refenes [07.12.17]
Edmund McMillen and Tommy Refenes candidly discuss the development process of smash indie hit Super Meat Boy, diving into the punishing process that led to the retro revitalization.
Console/PC, Indie, Design, Production

Blog: Looking at the coding style guide behind Awesomenauts 8
by Gamasutra Community [07.12.17]
Reading code from your team members is easier if all code adheres to the same formatting and naming conventions. That's why we have a rather strict coding style guide at Ronimo. Here, let me explain.
Programming, Production

Unity 2017.1 launch marks the start of new engine cycle  
by Chris Kerr [07.12.17]
The release marks the beginning of the Unity 2017 cycle, and is packed with a slew of features sure to make the lives of Unity devs that little bit easier.

Tired of coding jumping from scratch, dev debuts new 2D Unity game engine Exclusive 1
by Alex Wawro [07.11.17]
"In my career, I’ve probably coded 'jumping' several dozen times," indie dev and RexEngine creator Muir Freeland tells Gamasutra. "I wanted to do that one last time, and be done with it."
Indie, Production, Exclusive, Video

Blog: Personal tips for creating horror games 4
by Gamasutra Community [07.11.17]
As a horror game developer, I have got some theories about how to create a game that scares people. They worked for my games, I'll share them! Examples from my games are given.
Design, Production

What developers are saying about the design of Nintendo's Arms 1
by Joel Couture [07.11.17]
Developers are buzzing about Nintendo's unique fighting game for Switch. We gathered impressions from ten devs about Arms's gameplay, controls, aesthetic, unlocks, multiplayer, and more.
Console/PC, Art, Design, Production

Former Qube 2 devs partner to create new studio, Advect Productions  
by Alissa McAloon [07.10.17]
Two of the developers behind Qube 2 have come together to create Advect Productions, a hybrid studio focused both on developing narrative-driven games and supporting other indie game makers.
Indie, Production

Video Game Deep Cuts: A Failure To NBA Jam  
by Gamasutra Staff [07.09.17]
This week's longform game article/video highlights include GDC's Indie Summit Failure Workshop, an oral history of NBA Jam, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Devs tell the tale of making NBA Jam: 'I was down on the monster dunks' 2
by Alex Wawro [07.07.17]
"I was down on the monster dunks," former Midway dev John Carlton recalls in a new Sports Illustrated oral history. "I loved the NBA for what it was; I didn't want to turn this into a clown show."
Console/PC, Design, Production

Video: Art directing the procedurally-generated dystopia of We Happy Few  
by Staff [07.07.17]
Compulsion Games' Whitney Clayton speaks at GDC 2017 about research, world building, and production challenges on We Happy Few, a game set in a procedurally-generated '60 dystopian drug paradise.
Indie, Art, Production, Video, Vault

Blog: A game education retrospective - Part 1  
by Gamasutra Community [07.06.17]
If you're interested in what exactly goes into getting a degree in game development, this series should provide a good general look at the process.
Design, Production

VRDC Speaker Q&A: Hannah Gamiel on moving Obduction to VR  
by Emma Kidwell [07.06.17]
Hannah Gamiel is a Software Engineer at Cyan and will be at VRDC 2017. Here, Gamiel gives us some information about herself and developing games for VR.
VR, Programming, Design, Production

Playdead co-founder Dino Patti says time was right to leave Limbo dev  
by Chris Kerr [07.06.17]
"It is kind of delicate. It's also combined with other personal reasons. I really like Playdead, it's something that's deep in my heart."
Production, Business/Marketing