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December 11, 2018
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Updates » Production
Video Game Deep Cuts: Diablo's Deltarune... To The Stars?  
by Gamasutra Staff [11.05.18]
This week's highlights include the top news from Blizzcon around Diablo and other devilish titles, Toby Fox's Deltarune & his radical transparency, and Marty O'Donnell talking 'The Music Of The Spheres'.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Why it's time to re-think A/B testing 3
by Gamasutra Community [11.05.18]
In this article, I want to explain why we decided to completely change the way we perform A/B tests in Pixel Federation.
Design, Production

Weekly Jobs Roundup: Monster Squad, Game Closure, and more are hiring now!  
by Staff [11.02.18]
Here are just some of the many, many positions being advertised right now on Gamasutra's Job Board.
Smartphone/Tablet, Programming, Design, Production, Recruitment

Blog: This is not another postmortem 4
by Gamasutra Community [11.02.18]
A year ago we released The Fall of Lazarus. It cost $162.972 and it made $5.155. This is not another postmortem, its a story with letters and numbers, successes and mistakes.
Design, Production

Video: How Tom Francis dealt with scope change while making Heat Signature  
by Staff [11.01.18]
Indie developer Tom Francis walks through the scope changes that occurred while making Heat Signature and what lessons can be applied to other games.
Console/PC, Production, Video

Child of Light and Talking Tom to be adapted for TV and film  
by Emma Kidwell [10.31.18]
It looks as though Child of Light and Talking Tom are the latest video games to be adapted for TV and film.
Console/PC, Production, Business/Marketing

Don't Miss: Here They Lie and the ethics of VR horror 1
by Holly Green [10.31.18]
Here They Lie creative director Cory Davis likens this stage of adapting horror to VR to psychedelic drugs. "You're gonna find people that want to be astronauts, but that's not the average consumer."
VR, Console/PC, Design, Production

See Cory Barlog deconstruct development of God of War at GDC 2019!  
by Staff [10.31.18]
Don't miss your chance to see game industry vet Cory Barlog open up about the long, complicated development of Sony Santa Monica's hit God of War at GDC 2019 next March!
Console/PC, Design, Production, Business/Marketing, GDC

Blog: Lessons learned in game art production - Part 2 2
by Gamasutra Community [10.30.18]
This article sums my experience in the production of two tiles: Conflict0:Shattered and Dead Body Falls. The article is divided in two parts, and this is part two.
Design, Production

How to make a roguelike (from someone who's made a bunch of 'em)
by Gamasutra Community [10.30.18]
This is a comprehensive primer on how to get started with roguelike development, featuring guidance and tips in 5,500 words and 84 images.
Console/PC, Design, Production

EA reveals Project Atlas, a new game dev platform 'in the cloud' 3
by Alex Wawro [10.29.18]
Electronic Arts claims it now has over 1,000 people working to unite its disparate game tech (the Frostbite engine, etc.) into Atlas, a unified hub for building and running games 'in the cloud'.
Social/Online, Production

Game Design Deep Dive: The creation of Necrosoft Games' Gunhouse  
by Brandon Sheffield [10.29.18]
A deep dive into the creation of Gunhouse, a puzzle-meets-tower defense game, as filtered through conversations with various game developers and regular human beings.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production

Don't Miss: A postmortem of the memorable Jurassic Park game Trespasser 4
by Staff [10.29.18]
"The parallels between the Trespasser project and [in-game character] John Parker Hammond's cloning project were numerous: ambitious beginnings, years of arduous labor, and the eventual tragic ending."
Console/PC, Programming, Art, Design, Production

Blog: Lessons learned in game art production - Part 1  
by Chris Kerr [10.29.18]
This article sums my experience in the production of two titles: Conflict0:Shattered and Dead Body Falls. The article is divided in two parts and this is part 1.
Art, Production

Video Game Deep Cuts: Killing Sims, Redeeming Deus Ex's Tools 2
by Gamasutra Staff [10.29.18]
This week's highlights include a morbid piece on killing in-game characters in The Sims series, a plethora of writing around the launch of Red Dead Redemption 2, and an interview on the tools used to make the classic Deus Ex.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Weekly Jobs Roundup: Square Enix, Monomi Park, and more are hiring now!  
by Staff [10.26.18]
Whether you're just starting out, looking for something new, or just seeing what's out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.
Console/PC, Programming, Art, Production, Recruitment

Epic Games secures $1.25 billion from multiple investors 6
by Chris Kerr [10.26.18]
It's a deal that will see each of those investors join Tencent, Disney, and Endeavor as minority shareholders in Epic, which continues to be led by CEO and co-founder Tim Sweeney.
Console/PC, Programming, Production, Business/Marketing

Raspberry Pi launches game dev magazine Wireframe 2
by Chris Kerr [10.26.18]
Wireframe will be released every fortnight, and will dive into how games are made, who makes them, and how readers can go about building their own games.
Programming, Design, Production

Blog: A different approach to difficulty 4
by Gamasutra Community [10.25.18]
In this blog I want to explain why games should try and give players with the tools to cook to their own palate, provided it is a meaningful experience.
Design, Production

Crunch, work-life balance, and Assassin's Creed Odyssey: A view from the top  
by Kris Graft [10.25.18]
Three bosses at Ubisoft Quebec, the studio behind recently-released Assassin's Creed Odyssey, give us a bird's-eye view of crunch & work-life balance when making one of the biggest games of the year.
Console/PC, Production, Business/Marketing