Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
December 20, 2014
arrowPress Releases
December 20, 2014
PR Newswire
View All






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


Updates » Production
Blog: How we attacked Early Access - The good, bad, and ugly 12
by Gamasutra Community [12.19.14]
"It may seem madness to pay $20 for a game that will eventually be free-to-play, but players did! And we didn’t deceive them into doing it either."
Console/PC, Indie, Production, Business/Marketing

Game a week: A year in review 3
by Gamasutra Community [12.18.14]
52 weeks, 52 games. Adriel Wallick looks back at what she accomplished in 2014: "My brain is exhausted and I'm sad that it's over, but I'm excited to move onto what's next for me in games."
Console/PC, Indie, Programming, Design, Production

From console to mobile: 38 days later 3
by Gamasutra Community [12.18.14]
"I am 38 days into mobile. Are my 20 years of console experience applicable to mobile? What are the differences between console and mobile? What is it like to be a mobile producer?"
Console/PC, Smartphone/Tablet, Production

Postmortem: Xeodrifter, a five-month Metroidvania project 4
by Gamasutra Community [12.18.14]
Renegade Kid's Jools Watsham delivers a comprehensive take on the emergency project his studio needed to get out by the end of 2014: What went into it, and what came out of it -- right and wrong.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Communication for the win: Helping teams work together  
by Gamasutra Community [12.18.14]
Good communication: "From AAA teams to little indie outfits like us, nearly every developer has to confront this reality at some point. Still, I have seen firsthand that this can make or break a project."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

The agile principles of game design and development 5
by Gamasutra Community [12.18.14]
"Let’s face it -- the Agile Manifesto is very much Software Engineer focused. This redrafting is a bit of an experiment in changing the principles to make sense for game design/development."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Howard S. Warshaw revisits Yars' Revenge in GDC Classic Game Postmortem  
by Staff [12.17.14]
Howard Scott Warshaw, best known for his pioneering work at Atari on titles like Raiders of the Lost Ark and E.T. the Extra-Terrestrial, will be delivering a Classic Game Postmortem on Yars' Revenge at GDC 2015.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

The Game Outcomes Project: Learning how teams succeed and fail 16
by Gamasutra Community [12.17.14]
"We have seen that four factors – project duration, team experience, financial incentives, and re-use of an existing game engine from a similar game – have clear correlations with game project outcomes."
Console/PC, Social/Online, Smartphone/Tablet, Production

Best of 2014: Carmack reveals the challenges of mobile VR game dev 17
by Alex Wawro [12.15.14]
Gamasutra speaks to Oculus CTO John Carmack to learn more about how Oculus' new Mobile SDK works and what it means for developers who are currently making -- or thinking about making -- VR games.
Smartphone/Tablet, Programming, Design, Production

Finish your jam games!: A tip from the 2014 Game Career Guide  
by Staff [12.15.14]
In this edition, Frog Fractions developer Jim Crawford offers some advice for indies and student developers: finish your jam games!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Business/Marketing

What we use to make our 2D games 6
by Gamasutra Community [12.15.14]
"There are a ton of choices out there. My team and I always found it particularly helpful when other gaming companies revealed the development environment setup they found useful."
Console/PC, Indie, Programming, Art, Audio, Design, Production

Managing your indie team: Communication, conflict, and playtesting 2
by Gamasutra Community [12.15.14]
Katie Chironis tackles several more topics you'll encounter on the road to release when managing an indie team -- including how to smooth over communication, handle conflict, and get a morale boost.
Console/PC, Indie, Production

The 5 trends that defined the game industry in 2014 19
by Kris Graft [12.15.14]
2014 was...something. But it was more than just groups of people at each others' throats over their opinions on video games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Localization can be hard but fun: Getting Ace Attorney into English 1
by Christian Nutt [12.12.14]
"I think [Ace Attorney] is really interesting because the translator has to step up, otherwise it's just not going to work. It's great to have projects like that. They keep you sane."
Console/PC, Design, Production

GDC Education Summit tackles socially responsible game education  
by Staff [12.12.14]
At GDC 2015, Northeastern University's Gillian Smith and USC's Jane Pinckard share what they've learned in trying to address design inclusivity issues in the curriculum of a game education course.
Serious, Production, GDC

Graphics performance makes the user experience on mobile...good or bad 1
by Gamasutra Community [12.12.14]
"Let's take a brief look on performance issues and what sort of things you can do to improve it. The easiest way to do this will be by approaching it through testing on real devices."
Smartphone/Tablet, Production

Blog: An agile process that worked well 7
by Gamasutra Community [12.11.14]
"Why does this work? Solid teams who embrace this pattern know that every three weekends they can potentially go home early, and not have to worry about anything breaking."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

The Top 10 Game Developers of 2014 46
by Staff [12.11.14]
With 2014 coming to a close, it's time for our end of year roundups, starting with perhaps our most important annual list: The Top 10 Game Developers of 2014.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Sony UK boss on Driveclub: 'All you can do... is say sorry' 2
by Christian Nutt [12.10.14]
"It certainly wasn’t any ill-intention on behalf of the team. It’s ambitious as a game; they’re as embarrassed as we are and all you can do in those situations is say sorry."
Console/PC, Production, Business/Marketing

Don't Miss: Inside Valve's 'Cabal' design process for Half-Life 10
by Ken Birdwell [12.10.14]
In this classic article, Valve details the design process and teamwork – or "Cabal process" — that turned the initial, less than impressive version of Half-Life into a groundbreaking success.
Console/PC, Design, Production