Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 19, 2018
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Updates » Production
Blog: 47, still in the game industry...and I hope to never leave it 15
by Gamasutra Community [12.01.17]
Anne Gibeault has spent over 14 years in the games industry, working for the some of the biggest and smallest studios in Canada. She thought of leaving a few times already, but something kept her in.

Riot Games veterans open new TV and game studio Wonderstorm  
by Chris Kerr [12.01.17]
A group of Riot Games veterans have formed Wonderstorm, a new television and game studio with a focus on "story and play."
Production, Business/Marketing

Blog: Shifting technologies and practices at Telltale 1
by Gamasutra Community [12.01.17]
A look back at Telltale's transition to a current generation graphics pipeline, and some thoughts about the problems and solutions that arose.
Production, Business/Marketing

Ubisoft is seeking mobile AR and blockchain devs for its mentorship program  
by Alissa McAloon [11.30.17]
Through a partnership with the French start-up campus Section F, Ubisoft is looking for developers to participate in the second season of its Gaming and Entertainment program.
VR, Production

Bungie explains what it takes to fix Destiny 2  
by Chris Kerr [11.30.17]
As part of Bungie's new transparency initiative, the developer has published a new episode of the Bungie Podcast that explains what goes into fixing a sprawling online blockbuster like Destiny 2
Console/PC, Production

Blog: An ice-breaking and idea exchange activity for game jams  
by Gamasutra Community [11.30.17]
Game jams bring total strangers together to work in a game for several hours. So, here's a great ice-breaking, group-forming, and idea-exchanging exercise that we used at the recent Civic Game Jam.

EA: Visceral's canned Star Wars project too linear for modern tastes 14
by Chris Kerr [11.29.17]
"It continued to look like a style of gaming, a much more linear game, that people don't like as much today as they did five years ago or 10 years ago."
Console/PC, Production, Business/Marketing

Autodesk cuts 1,150 jobs as it shifts to subscription model 2
by Chris Kerr [11.29.17]
Software tools maker Autodesk intends to cut 1,150 jobs, or around 13 percent of its entire workforce, as it transitions to a subscription model.
Production, Business/Marketing

Weekly Jobs Roundup: Visual Concepts, Pixelberry Studios, and more are hiring now  
by Staff [11.28.17]
This week's roundup of game development job openings includes companies looking to hire animators, engineers, and more.
VR, Console/PC, Smartphone/Tablet, Programming, Art, Production, Recruitment

Come to GDC 2018 for expert advice on porting your game to consoles  
by Staff [11.28.17]
PlayEveryWare director Thomas O'Connor knows a lot about porting games, and at GDC 2018 he'll share what he's learned so indie devs can make better decisions about shipping games on consoles.
Indie, Production, Business/Marketing, GDC

Video: How saying 'no' can help you make a better game  
by Staff [11.27.17]
At GDC 2016, Oculus' Ruth Tomandl reminds fellow devs that, as John Carmack says, focus is a matter of deciding what you're not going to do -- and gives a great talk about how and when to say no.
VR, Console/PC, Indie, Production, Video, Vault

The sunk cost fallacy: Devs describe how it almost destroyed them 4
by Rich Moss [11.27.17]
"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

Video Game Deep Cuts: HAL In The Clouds, Monster-Free  
by Gamasutra Staff [11.26.17]
The latest Video Game Deep Cuts includes a look at HAL Laboratory's last self-published title, a poke at a famous game artwork's use of Mario's clouds, and how SOMA's patch allows you to play sans monsters. 
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Rob Pardo breaks down Blizzard's design philosophies circa 2010 1
by Staff [11.22.17]
In this classic 2010 GDC talk, former Blizzard exec Rob Pardo revamps an internal presentation to show fellow devs some of the key philosophies that were driving the company.
Console/PC, Design, Production, Business/Marketing, Video, Vault

Blog: Five big lessons we learned making a game in our spare time 2
by Gamasutra Community [11.22.17]
As a studio of two we have spent years creating a game during our free time, struggling to maintain momentum over the years. Here's what we learned trying to get it finished.

Blog: I (wrongly) thought I could ship 700 units to stay in business 32
by Gamasutra Community [11.22.17]
I should have been able to move at least 700 copies of a low priced niche game to stay in business, but I didn't. This is a warning to other devs who work full time on their games.
Production, Business/Marketing

Hellblade has moved into profit after hitting 500K sales 5
by Chris Kerr [11.22.17]
Hellblade: Senua's Sacrifice has reached 500,000 sales in its first three months, beating internal expectations and moving the game into profit. 
Production, Business/Marketing

Blog: Burning money, brain power, and morale to make your game 7
by Gamasutra Community [11.21.17]
When making a game you need to keep track of what resources you are burning. It's far more than just time and money, so here's how you can also reduce stress when working on games.
Design, Production

What are devs saying about the design of Super Mario Odyssey?
by Joel Couture [11.21.17]
We asked a few game developers what they made of Nintendo EPD's latest release, Super Mario Odyssey. We got some insightful analysis, some in-depth design critiques, some measured criticisms, and a whole lot of unrestrained gushing.
Console/PC, Art, Design, Production

Blog: Efficiently populating massive game worlds  
by Gamasutra Community [11.20.17]
How can you efficiently populate massive game worlds? I mean, you don't want to place every tree manually, and game development is about making smart trade-offs. Let's take a look.
Design, Production