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December 15, 2018
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Updates » Production
How The Universim's 'god game' twist charmed Early Access players  
by Joel Couture [10.03.18]
Gamasutra speaks with the devs of The Universim about making living worlds and beings that react to player decisions rather than directly obey them, as well as Steam Early Access challenges.
Console/PC, Design, Production, Business/Marketing, Video

Blog: Narrative bridging on testing an experience - Part 3  
by Gamasutra Community [10.01.18]
This is the third and final part of my series on how to assure the quality of an experience from a narrative and cognitive perspective.
Production

Video Game Deep Cuts: Uncle Buddy's Wattam Is Strange  
by Gamasutra Staff [10.01.18]
This week's highlights include an overview of a very odd old Mac game, Keita Takahashi on making games in tough times, and a close look at Life Is Strange 2.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Understanding triple-A, startups, and mobile with Richard Khoo  
by Gamasutra Community [09.28.18]
Richard Khoo is a game design director that has been working in the industry for over 15 years. In this excerpt from the Game Dev Unchained podcast, he recalls some of his most memorable experiences.
Production, Business/Marketing

Three pain points in the production and design of Shadow of the Tomb Raider 4
by Alissa McAloon, Bryant Francis [09.27.18]
Shadow of the Tomb Raider narrative director Jason Dozois and producer Fleur Marty give Gamasutra the run-down on some of the game's best features -- and how those features were a pain in the ass to implement.
Console/PC, Design, Production

Oculus Quest's Insight system promises VR tracking beyond the box  
by Bryant Francis [09.26.18]
During today's Oculus Connect keynote, the company promised that the standalone Oculus Quest would allow players to use VR in larger, less constrained environments.
VR, Production

XRDC speaker Q&A: Laura Dodds on digitally recreating Sir David Attenborough  
by Bryant Francis [09.26.18]
Dream Reality Interactive art director Laura Dodds shares what it was like to work with volumetric video capture of Sir David Attenborough for the VR experience Hold the World.
VR, Production

Turning Alphabear 2 into an educational game that doesn't suck
by Gamasutra Community [09.26.18]
Our explicit goal with Alphabear 2 was to create a game that would actually be educational, but also competitive in the crowded mobile marketplace.
Smartphone/Tablet, Production

Video: A classic postmortem of the trailblazing Ultima Online  
by Staff [09.25.18]
In this 2018 GDC session, Raph Koster, Starr Long, Richard Garriott de Cayeux (Lord British himself) & Rich Vogel talk about the things that went wrong and right in making and running Ultima Online.
Social/Online, Programming, Art, Design, Production, Business/Marketing, Video, Vault

Telltale looking to work with 'potential partners' to finish The Walking Dead 1
by Chris Kerr [09.25.18]
Telltale claims it's working on a solution to finish The Walking Dead, but the news hasn't gone down too well with many game developers.
Console/PC, Production, Business/Marketing

Footage and concept art from Telltale's canceled Stranger Things project has surfaced  
by Chris Kerr [09.25.18]
Netflix has explained it's "evaluating other options for bringing the Stranger Things universe to life," meaning this could be the first and final glimpse we catch of Telltale's vision.
Console/PC, Design, Production

Postmortem: Midnight Hub's mystery puzzler Lake Ridden
by Gamasutra Community [09.25.18]
Lake Ridden is a mystery-puzzle indie game developed by two artists, two programmers/designers, and one producer. In this postmortem, we'll look back at its two-year production.
Console/PC, Programming, Design, Production

Blog: Examining the debate behind loot boxes 15
by Gamasutra Community [09.24.18]
With more concerns regarding regulating loot boxes, today's post takes a look at the appeal, design, and debate of this polarizing microtransaction.
Production, Business/Marketing

Video Game Deep Cuts: The Unavowed Ninja's Red (Dead) Redemption 1
by Gamasutra Staff [09.24.18]
This week's highlights include analysis of adventure title Unavowed, a cover story on Fortnite streamer Ninja, & detailed impressions of Rockstar's Red Dead Redemption 2.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: The interplay between order and chaos in games  
by Gamasutra Community [09.21.18]
Game designer and engineer John Nelson Rose takes a look at games from the dual processes of bringing order and wreaking chaos.
Design, Production

Blog: How Ragna Cycle turned into All-Star Troopers  
by Gamasutra Community [09.21.18]
A look into how Norsfell's latest mobile game, All-Star Troopers, started out as a very different project called Ragna Cycle.
Design, Production

Blog: A tale of two bugs 2
by Gamasutra Community [09.21.18]
Games industry veteran Niklas Grey gives a detailed account of hunting down two bugs in The Machinery alpha.
Programming, Design, Production

Blog: Understanding the primary concepts of QA 3
by Gamasutra Community [09.20.18]
I want to dive in to the primary concepts of QA and attempt to draw a general conclusion as to what 'quality' is, and what it means to control, assure, or develop it.
Production

Get a job: Hi-Rez Studios is hiring a Lead QA Analyst  
by Staff [09.19.18]
Hi-Rez is looking for a QA Lead to ensure our game products meet high standards of quality, reliability, usability, and performance through hands-on testing and problem reporting.
Production, Recruitment

Don't Miss: Larian's lessons learned making Divinity: Original Sin 3
by Staff [09.19.18]
Studio founder Swen Vencke speaks to Larian's experience of becoming an independent, self-publishing company after 15 years of working with publishers in this Divinity: Original Sin postmortem.
Console/PC, Indie, Design, Production, Business/Marketing