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March 18, 2018
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Updates » Production
Game security outfit Denuvo acquired by cybersecurity specialist Irdeto  
by Chris Kerr [01.23.18]
Denuvo offers security technology and services to game publishers and platforms around the world, and has worked with big names like Ubisoft, EA, Warner Bros., and Lionsgate Entertainment. 
Production, Business/Marketing

Enjoy a Classic Game Postmortem of Sonic the Hedgehog at GDC 2018!  
by Staff [01.22.18]
If you're coming to the Game Developers Conference this year you've gotta go (fast!) to the Classic Game Postmortem of Sonic the Hedgehog, presented by original devs Hirokazu Yasuhara and Naoto Oshima!
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Epic Games acquires cloud processing tech provider Cloudgine  
by Chris Kerr [01.22.18]
Based in Edinburgh, Cloudgine mainly focuses on delivering cloud processing technologies and solutions for use in the entertainment and games industries. 
Production, Business/Marketing

Sonic co-creator Yuji Naka has joined Square Enix  
by Chris Kerr [01.22.18]
Celebrated game designer Yuji Naka has joined Square Enix, and will be returning to the frontlines of game development. 
Programming, Design, Production

Video Game Deep Cuts: Labo On A Police Quest? 1
by Gamasutra Staff [01.21.18]
This week's Video Game Deep Cuts includes what certain editors think of Nintendo's Labo accessory for the Switch, a masterful look at the making of Sierra's incendiary Police Quest IV, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Inside the 4-year development of Stardew Valley 49
by Chris Baker [01.19.18]
In this classic feature, dev Eric Barone reflects on his 4 years of 70-hour weeks to make Stardew Valley. "You should be free to work yourself to the bone, but not to force someone else to do that."
Indie, Programming, Art, Design, Production

Blog: How I learned to stop worrying and finish the game 2
by Gamasutra Community [01.19.18]
What goes into a match-3 game that takes four years to make? In this post I'll show you my methods and a host of games and creators that helped shape an original way to match-3.

Blog: We should all make time to not make things  
by Gamasutra Community [01.19.18]
After a recent creative break, I grapple with how rest and introspection are not championed in the industry, even they can be a huge boon to creative work.

Blog: Player relationship types in Hades' Star  
by Gamasutra Community [01.18.18]
Very often in social games, the same feature can result in significantly different player experiences. In this post we present some examples from our own game.
Design, Production

Factor 5 reflects on the dev decisions that doomed Lair  
by Chris Kerr [01.18.18]
How did a title backed by Sony, and developed over three years to the tune of $25 million, wind up so disjointed? The Factor 5 team have told their side of the story.
Console/PC, Production

Minecraft chief Matt Booty taking charge of Xbox game dev and publishing  
by Chris Kerr [01.18.18]
Minecraft team leader Matt Booty has been named as the new head of Microsoft Studios, and will fill the gap left by the recently promoted Phil Spencer. 
Console/PC, Production, Business/Marketing

Blog: Rendering sprites onscreen using Phaser on iOS  
by Gamasutra Community [01.18.18]
I wanted to share my experience of discovery as I attempted to get sprites rendering onscreen using Phaser on iOS.
Production, Business/Marketing

Sharpen your level design skills at the GDC 2018 Level Design Workshop!  
by Staff [01.17.18]
From Uncharted to Tacoma and more are all featured in the all-star lineup of talks taking place at this year's GDC Level Design Workshop!
Console/PC, Indie, Design, Production, GDC

Report: Microsoft wants Forza Horizon developer to resurrect Fable 1
by Chris Kerr [01.17.18]
"Sources close to the project" are said to have leaked the news, though Microsoft has predictably refused to confirm or comment on the rumor.  
Production, Business/Marketing

Don't skip the smorgasbord of great talks at GDC 2018's Indie Games Summit!  
by Staff [01.16.18]
It's 2 months 'til GDC 2018, so organizers want to highlight some great Indie Games Summit talks on everything from portraying death in games to what's involved with porting your game.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: A production analysis of I Am Overburdened, with numbers! 5
by Gamasutra Community [01.16.18]
It has been a little over two months since I released I Am Overburdened, my silly indie roguelike. Here's an in-depth analysis how the overall production and final numbers turned out.
Production, Business/Marketing

Lego bringing online games to China with help from Tencent  
by Chris Kerr [01.16.18]
Lego and Tencent are joining forces to create online games and experiences aimed at children in China. 
Production, Business/Marketing

Blog: Why your defect count is defunct 5
by Gamasutra Community [01.15.18]
How do you go about measuring the performance of your QA team? You don't. Here's why you should stop monitoring your teams bug quota and using it as metric to justify their output.
Programming, Production

Game Design Deep Dive: Creating the 'spherical narrative' in The Invisible Hours 3
by Rob Yescombe [01.15.18]
"VR feels like a mansion full of unopened doors. And behind one of those doors is an undiscovered language of storytelling; an entirely new narrative structure specific to VR."
VR, Console/PC, Indie, Design, Production, Deep Dive

Video Game Deep Cuts: Getting Over Desert Golf's Loot Boxes  
by Gamasutra Staff [01.14.18]
The latest Video Game Deep Cuts looks at how Bennett Foddy Got Over It, the crazy new(ish) ending for Desert Golf, and some (slightly) nicer loot box implementations.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing