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March 22, 2018
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Updates » Video
What happens to your Steam collection when you die? 12
by Chris Kerr [10.06.17]
Can you leave your games to someone else, or are they destined to float around in the void until humanity meets what we're assuming will be a fairly sticky end? 
Console/PC, Business/Marketing, Video

Video: Doing procedural shader-based animations in Fortnite  
by Staff [10.05.17]
At GDC 2013 Epic Games' Jonathan Lindquist deftly explains how Fortnite got its unique look, offering a behind-the-scenes look at the game's shader-based procedural animation.
Console/PC, Programming, Art, Video, Vault

Faithfully adapting the tabletop classic Ogre  
by Jennifer Allen [10.05.17]
Auroch Digital talks about the challenges of faithfully adapting Steve Jackson Games' classic 1977 tabletop title Ogre.
Console/PC, Indie, Design, History, Video

Inside the development of Conan Exiles: The Frozen North  
by John Harris [10.05.17]
Joel Bylos, creative director on Funcom's Conan Exiles, discusses development of the Frozen North expansion, how it was influenced by Zelda: Breath of the Wild, and challenges of console dev.
Console/PC, Design, Video

New time-lapse videos showcase Thirty Flights of Loving's development  
by Alex Wawro [10.04.17]
Now, many years later, developer Brendon Chung has uploaded a playlist that showcases how different facets of the IGF award-nominated game were developed using a modified Quake 2 engine.
Indie, Production, Video

How a single developer brought the giant robot game Jettomero to life  
by Bryant Francis [10.04.17]
We chatted with the solo developer of the clumsy giant robot game Jettomero: Hero of the Universe.
Console/PC, Design, Video

Video: A behind-the-scenes look at the art of Old Man's Journey  
by Staff [10.04.17]
At GDC 2017, Broken Rules' Clemens Scott spoke frankly about how Old Man's Journey got its unique look -- and how they set up their art pipeline to efficiently produce that look.
Indie, Art, Video, Vault

Unity 2017.2 brings Autodesk integration into the fold 2
by Alissa McAloon [10.04.17]
A collaboration between Unity and Autodesk means that game devs and artists using tools from both companies should have an easier time in the future.
Art, Production, Video

We're chatting with the developer of Jettomero at 3PM EDT  
by Bryant Francis [10.04.17]
We're talking to the developer of Jettomero: Hero of the Universe today at 3PM EDT.
Console/PC, Design, Video

Getting the message right in Another Lost Phone 1
by Brock Wilbur [10.04.17]
"As developers we know what we want to talk about, but it takes asking people how they felt after playing and why. That’s the only way to get this right."
Console/PC, Indie, Design, Video

Video: The evolution of rodeoing giant robots in Titanfall  
by Staff [10.03.17]
At GDC 2017 Respawn's Chin Xiang Chong gives a guided tour of the development of the "rodeo" system in Titanfall, showing early prototypes of players riding big robots & sharing lessons learned
Console/PC, Design, Video, Vault

Game Design Deep Dive: Managing randomization, frustration in Everspace 3
by Hans-Christian Kühl [10.03.17]
Hans-Christian Kühl of Rockfish Games on dealing with randomization and frustration in Everspace, a 3D sci-fi shooter with roguelike elements.
Console/PC, Indie, Design, Production, Video, Deep Dive

Hear how CD Projekt built its business on the back of Ace Ventura  
by Alex Wawro [10.02.17]
"One of the first titles we localized, fully localized, was Ace Ventura." CDPR's Marcin Iwiński told Noclip. "It was a blast. People loved it...instead of hundreds, we started selling small thousands."
Console/PC, Business/Marketing, Video

Video: You suck at showcasing your game -- here's how to improve  
by Staff [10.02.17]
At GDC 2017 indie game dev Nicolas Berbece takes the stage to offer tips and practical advice you can use to make your next event worthwhile.
Console/PC, Indie, Business/Marketing, Video, Vault

Evolving Sweryism - how the Japanese auteur is grappling with indie life  
by Bryant Francis [10.02.17]
"In my take on realism, I like to take that reality of something, and provide my twist."
Console/PC, Design, Business/Marketing, Video

Crafting the visuals of 20XX for maximum comprehensibility  
by Joel Couture [10.02.17]
"The game’s second visual iteration took on a very colorful, Saturday-morning-cartoon kind of vibe, which ended up working really well with the game’s quick pace and need for instant player reactions."
Console/PC, Indie, Art, Design, Video

Watch Q-Games' Dylan Cuthbert share stories of coding Star Fox  
by Alex Wawro [09.29.17]
Dylan Cuthbert appeared today in the latest episode of Double Fine's ongoing "Devs Play" video series to share game dev trivia about the making of the 1993 Super Nintendo game Star Fox.
Console/PC, Design, Production, Video, Vault

Surviving the unexpected in indie development to make Ruiner  
by Bryant Francis [09.29.17]
We chatted with the developers of Ruiner to learn about making good cyberpunk and good top-down twin-stick shooters.
Console/PC, Indie, Design, Production, Video

Video: Applying 3D level design skills to Hyper Light Drifter's 2D world  
by Staff [09.29.17]
At GDC 2017, game designer Lisa Brown explains how she applied 3D level design skills she'd honed at Insomniac Games to her work as a level designer on Heart Machine's 2D game Hyper Light Drifter
Indie, Design, Video, Vault