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January 20, 2018
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Updates » 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

Blog: A Kickstarter postmortem for The Iron Oath 6
by Gamasutra Community [11.20.17]
Our tactical RPG The Iron Oath was successfully Kickstarted in September 2017. I'd like to share the process we went through that helped us achieve over 200% funding!
Production, Business/Marketing

South Australian government launches $2M digital games investment fund 1
by Chris Kerr [11.20.17]
The Adelaide state government has established a $2 million investment fund to create a "world leading" Digital Games Development Hub in South Australia. 
Production, Business/Marketing

10th Anniversary Classic Postmortem: Harmonix's Rock Band GDMag Exclusive  
by Rob Kay [11.20.17]
Harmonix's Rock Band, released on this day 10 years ago, was the culmination of the hottest gaming trend of the decade. Enjoy this in-depth postmortem, which originally ran in Game Developer magazine.
Console/PC, Art, Audio, Design, Production, Business/Marketing, History, Video, GD Mag Exclusive

Video Game Deep Cuts: A Need For Soderbergh's PlayerUnknown 2
by Gamasutra Staff [11.19.17]
The best longform articles & podcasts of the week include a look at Need For Speed's monetization, Steven Soderbergh's new interactive film project, and a podcast talking to Brendan 'PlayerUnknown' Greene.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Devs sound off on the 2017 Indie Soapbox  
by Staff [11.17.17]
In the course of an hour ten indie devs from around the industry take the stage at GDC 2017 to share what's on their mind, tackling everything from taste (get some!) to self-care to indie rockers.
Indie, Design, Production, Business/Marketing, Video, Vault

Civ V lead designer Jon Shafer leaves Paradox after six months
by Chris Kerr [11.17.17]
Civilization V lead designer Jon Shafer has parted ways with Stellaris developer Paradox Interactive six months after joining the studio. 
Console/PC, Production, Business/Marketing

Blog: Why are video games so hard to make? 1
by Gamasutra Community [11.17.17]
More often then in other mediums, games are delayed months or years as teams learn what it is they're making. By looking at the exploratory nature of games, let's figure out how to minimize our losses.
Production

Applying 'players first' logic to loot boxes and other mechanics in Hearthstone 24
by Bryant Francis [11.17.17]
Hearthstone designer Dean Ayala and producer Eric Del Priore talk about the new 'recruit' card mechanic, F2P ethics, and other development insights from the upcoming expansion Kobolds and Catacomb. 
Console/PC, Design, Production, Business/Marketing, Video

Get a job: Tilting Point is hiring a Sr. QA Analyst  
by Staff [11.16.17]
Tilting Point is looking for an experienced QA Analyst to join it at its studio in New York, NY.
Production

How AER's fantastic flying was built off of Cubism and Minimalism 1
by Bryant Francis [11.15.17]
We discussed the unusual origins of indie game Aer: Memories of Old over on the Gamasutra Twitch channel.
Design, Production, Video

Blog: A game composers guide to understanding audio in VR  
by Gamasutra Community [11.15.17]
Video game composer Winifred Phillips offers a roundup of resources available to those interested in creating music for virtual reality games.
Audio, Production

AIAS launches new game dev podcast 'The Game Makers Notebook'  
by Chris Kerr [11.15.17]
The show will be hosted by Insomniac Games founder and CEO Ted Price, and will feature a series of in-depth, one-on-one conversations with developers.
Production, Business/Marketing

How Outcast: Second Contact was revived for 2017  
by Bryant Francis [11.14.17]
We talked to one of the developers who brought Outcast back from the dead, and asked how the game industry has changed from 1999 to 2017.
Console/PC, Design, Production, Video

Don't Miss: 5 tips on making great DLC from Dying Light: The Following devs 1
by Gamasutra Community [11.14.17]
The developers of the well-received expansion Dying Light: The Following share advice and lessons on the many different aspects of making great DLC.
Console/PC, Programming, Art, Design, Production, Business/Marketing

Blog: Making your game using the 'ABC-recipe' 4
by Gamasutra Community [11.14.17]
The ABC-recipe for making games can help you and your team understand what should be done and when. It offers a guideline for working iteratively on games, minimizing stress and optimizing testing.
Design, Production

Blog: Designing for our audience in Who Killed My Uncle?  
by Gamasutra Community [11.14.17]
A postmortem of our WWII historical narrative game Who Killed My Uncle?, discussing the importance of designing around players and their expectations.
Design, Production

GameMaker Studio 2 gets new low-cost 'Creators Edition' 5
by Chris Kerr [11.14.17]
Unlike the free trial version, the new "Creator Edition" gives devs full access to the entire GameMaker toolset, letting them hone their skills without any limitations. 
Console/PC, Production, Business/Marketing

Film Victoria pledges $140K to create more opportunities for women in games  
by Chris Kerr [11.14.17]
Australian government agency Film Victoria is dishing out $140,000 in grants to help create more opportunities for women in games.
Production, Business/Marketing

Video: A postmortem look at the making of VR sensation Tilt Brush  
by Staff [11.13.17]
At GDC 2017, Tilt Brush devs Patrick Hackett and Drew Skillman reflect on its 3 years of dev and spoke frankly about its origins, early development, company acquisition, launch, and continued support.
VR, Art, Design, Production, Video, Vault