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January 21, 2018
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Updates » Production
Blog: Why I quit playing games to make them 9
by Gamasutra Community [12.21.17]
In 2016, I made a New Year's resolution and uninstalled every single game on my computer to focus on creative work. Here's how that played out.
Production

At GDC 2018 see how King tried Pixar's 'Brain Trust' model - and why it went awry 1
by Staff [12.21.17]
As part of the GDC 2018 Mobile Summit, King's Stephen Jarrett and Rob Woodburn will be presenting an earnest talk about "Implementing Pixar's Brain Trust Model at King, and How It All Went Wrong."
Social/Online, Smartphone/Tablet, Production, GDC

Gamasutra's Best of 2017: The top 10 games of the year 7
by Staff [12.21.17]
'Tis the season for us to share with you our list of the games from this year that stuck with us thanks to their technical sophistication, storytelling, innovation, and ineffable emotional value.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production

How Donut County shifted its focus on Los Angeles  
by Emma Kidwell [12.20.17]
Developer Ben Esposito talks about his decision to move Donut County away from Hopi culture through being inspired by the city of Los Angeles.
Indie, Production

Video: How multiplayer in Halo: The Master Chief Collection ran at 60 fps  
by Emma Kidwell [12.20.17]
In this GDC 2015 session, Lead technical artist at Certain Affinity Bryan Moss discusses how technical artists and animators achieved running Halo: The Master Chief Collection at 60 fps.
Social/Online, Design, Production, Video, Vault

Weekly Jobs Roundup: Wayforward, PlayRaven, and more are hiring now  
by Staff [12.20.17]
From live producers to character artists, here are just some of the many, many positions being advertised on the Gamasutra job board.
Programming, Art, Production, Recruitment

Life is Strange prequel co-director talks telling a tale without time travel  
by Bryant Francis [12.20.17]
The co-director of Life is Strange: Before the Storm sits down with us to talk about teenage drama and the importance of giving important themes their due consideration.
Console/PC, Design, Production

Best of 2017: The sunk cost fallacy: Devs describe how it almost destroyed them 4
by Rich Moss [12.20.17]
"We can't just abandon that feature that isn't working! We've already sunk too much time and effort into it!" That natural human response can be the undoing of game studios, as these stories attest.
Console/PC, Programming, Design, Production, Business/Marketing

Blog: Do we even need QA at the start of a project? 18
by Gamasutra Community [12.20.17]
When setting up a new development team for a project, at what point does QA come on board? Let's explore the case for bringing QA on board from Day 1, and the long lasting benefits it could bring.
Production

Gamasutra's Best of 2017: The top 10 game developers of the year 4
by Staff [12.20.17]
The year is nearly over, which means it's time once again for us to highlight Gamasutra's top 10 developers of the year. As always, it wasn't an easy list to make!
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

GDC Q&A: Astroneer's Veronica Peshterianu on success as a team's first producer  
by Staff [12.19.17]
Veronica Peshterianu is a producer at System Era Softworks and will be speaking about her work at GDC 2018. Here, she shares a bit about herself, her work, and why producers are so important.
Console/PC, Indie, Production

Attend GDC 2018 for real talk about partnership from the Darkest Dungeon devs  
by Staff [12.19.17]
Red Hook cofounders Tyler Sigman & Chris Bourassa†will reveal how sharing almost every major decision, from business to staffing to product development, can be alternately wonderful and maddening!
Indie, Production, Business/Marketing, GDC

Blog: What makes players cry? 3
by Gamasutra Community [12.19.17]
The article is a response to a Twitter thread asking players and developers about games that made them cry (from grief or from joy). Using the data collected, the article analyses which games made them cry and why.
Production, Business/Marketing

Call for blogs: We want to know your top games of 2017  
by Staff [12.19.17]
We want to know which games left an impression on you this year and excelled in terms of art, design, and technical achievement.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: A practical game dev guide for doing ethical playtesting  
by Staff [12.18.17]
At GDC 2017 Concrdia University's Mia Consalvo delivers a fascinating talk about the need for (and demands of) ethical playtesting standards in game development.
VR, Console/PC, Smartphone/Tablet, Indie, Production, Video, Vault

Gamasutra's Best of 2017: Kris Graft's top 10 games 2
by Kris Graft [12.18.17]
A common thread running through a lot of my picks, now that Iíve had time to reflect, is that the best games teach me how to speak with them.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Best of 2017: Environment art isn't about 'making pretty things'...so, what's it about? 7
by Jason Hickey [12.18.17]
Jason Hickey, lead environment artist on Insomniac Games' upcoming Spider-Man offers practical tips about what it takes to be a great environment artist -- and no, it's not all about making pretty things.
Console/PC, Indie, Art, Production

Blog: How to avoid going crazy while developing your indie game 2
by Gamasutra Community [12.18.17]
Developing indie games can be a harrowing experience. So, here are a few things to keep in mind if you're an indie who's keen to cling to their sanity.
Production

Blog: Practical tips for organising setting docs for narrative games 2
by Chris Kerr [12.18.17]
"The struggle to keep documentation useful is the struggle of Ra with the serpent Apep. There is no enduring victory; but if you cease to make the effort, then darkness covers everything."
Design, Production

Video Game Deep Cuts: Dance, Dance Aztarac!  
by Gamasutra Staff [12.18.17]
This installment of Video Game Deep Cuts includes pieces about the death and rebirth of Dance Dance Revolution, the resurrection of gorgeous vector arcade game Aztarac after its creator's death, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing