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May 23, 2013
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Features » Production
Learning to Love Handicaps in Competitive Games 19
by Keith Burgun [05.22.13]
Rubberbanding and injected randomness can level the playing field in competitive games -- letting players of various skill levels play together. But they also can create other problems, potentially harming your game's design. So why not take a look at handicaps?
Production, Interview, Console/PC

Tutorial: Simple, High-Performance Particles for Mobile 4
by Itay Duvdevani [05.20.13]
A simple but useful tutorial for creating great-looking particles on smartphones -- that won't eat up all of your performance budget.
Production, Interview, Console/PC

Sponsored Feature: Yesterday's Minimum Spec is Today's Mass Market - Quality Game Performance Made Simple 1
by Intel Visual Computing [05.14.13]
This paper highlights common challenges encountered during the development of three world-class games and how developers used Intel GPA to quickly solve them, resulting in significant performance and quality gains.
Programming, Production, Art, Sponsored Feature

Secrets of Quick Iteration in the Core Social Space 7
by Gabi Shalel [05.13.13]
How do you react to the speed of the mid-core social market -- incorporating ideas from fans and developers while getting updates out there quickly? Total Domination developers Plarium explain.
Design, Production, Social/Online, Smartphone/Tablet

Postmortem: Appy Entertainment's Animal Legends 7
by Rory McGuire [05.06.13]
From building a flexible, low-cost server back-end to launching big in China, Animal Legends offered the team at Appy Entertainment a huge number of challenges -- which are fully outlined in this candid postmortem.
Business/Marketing, Design, Postmortem, Production, Art, China

Managing Risk in Video Game Development 7
by Paul Tozour [05.03.13]
How do you best manage risk when creating a game? Using this article and the attached spreadsheet, you can better identify the problem areas in your game and get a sense of whether any decisions you are making actually make business sense.
Business/Marketing, Production, Console/PC, Social/Online, Smartphone/Tablet

A Mini-Postmortem Roundup 5
by Game Developer Magazine Staff [04.29.13]
Game Developer magazine has put together a collection of four shorter postmortems, each for a game developed for a different platform: Muteki's Dragon Fantasy (mobile), Subset Games's FTL (PC), KIXEYE's War Commander (social), and ]['s Dyad (console).
Business/Marketing, GD Mag, Smartphone/Tablet, Indie, Console/PC, Game Developer Magazine, Production, Postmortem, Design, GD Mag Exclusive

Making Halo 4: A Story About Triple-A 14
by Kris Graft [04.26.13]
Whether you love the Halo franchise for its expansive lore and emergent gameplay, or hate it for its sci-fi marines vs. aliens video game-ness, it's difficult not to be intrigued by Halo 4 developer 343 Industries: a group of true believers who didn't even really have a studio when development of the game began.
Design, Production

Postmortem: Overhaul Games' Baldur's Gate: Enhanced Edition 6
by Trent Oster [04.15.13]
How did a PC classic get reborn as a multiplatform "enhanced edition"? Founding BioWare developer Trent Oster takes us behind the scenes of the development of the Baldur's Gate remake, and all of its complications.
Postmortem, Programming, Production, Console/PC, Indie, Smartphone/Tablet

Making a Game the Nintendo Way - Luigi's Mansion: Dark Moon 7
by Christian Nutt [04.12.13]
Nintendo will work on games for a long time before it's ready to ship, making sure that the gameplay is polished, fun, and surprising. This Luigi's Mansion: Dark Moon interview gets to the bottom of the process.
Design, Programming, Production, Interview, Console/PC