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October 10, 2015
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October 10, 2015
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Updates » Production
A former mentor recalls the early career of Satoru Iwata 2
by John Andersen [10.09.15]
'Iwata was a so-called otaku,' recalls Yash Terakura, who mentored Satoru Iwata when he was a college kid eager to learn more about computers. 'Of course, we did not have that term at that time.'
Console/PC, Programming, Design, Production, History

Don't Miss: An inside look at how Valve developed Portal 8
by Staff [10.08.15]
Erik Wolpaw, Kim Swift & Jeep Barnett explain how and why Valve managed to create its seminal Portal puzzle game in this classic feature reprinted from a 2008 issue of Game Developer Magazine.
Console/PC, Programming, Art, Audio, Design, Production

Creating joy: How Butt Sniffin Pugs came to life 1
by Gamasutra Community [10.08.15]
"If we could catalyze a multiplayer experience that revolved around joy, not only would it be memorable, but it would be fulfilling for us as developers! What better way to feel good about your game?"
Indie, Design, Production

Sponsored: Optimizing Unity games on Android: A case study  
by Jackie Lee [10.08.15]
This article will show a performance gain with x86 native support on Android and share some tips for increasing performance on Intel architecture using Hero Sky: Epic Guild Wars as an example.
Smartphone/Tablet, Programming, Production, Business/Marketing, Sponsored Article

Max Gentlemen: A cross-platform postmortem of a game that 'lost us a lot of money' 10
by Gamasutra Community [10.08.15]
A catalog of mistakes made and bad decisions: "Consider the game a charitable donation from us. It’s good to get our sophomore slump out of the way."
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

The power of politics in games, 1980s-style 1
by Christian Nutt [10.07.15]
"It was quite primitive, but for the dawn of the computer age, the predictive results seemed miraculous." - Nelson Hernandez, developer of President Elect
Console/PC, Design, Production, Business/Marketing, History

Designing the fearsome creatures of Total War: Warhammer 2
by Phill Cameron [10.07.15]
We talk to Creative Assembly about translating the Warhammer world into the Total War framework, and why creating an array of monsters is much harder than traditional human-on-human combat.
Console/PC, Design, Production, Business/Marketing

Telltale pulls high-profile games from the App Store 2
by Chris Kerr [10.07.15]
Telltale Games has been forced remove a number of games from the App Store due to issues brought on by the release of iOS 9.
Smartphone/Tablet, Production

Video: Automating content creation so tiny teams can make big games 1
by Staff [10.06.15]
At GDC Europe 2015 developer Alexander Birke explains how a small team built an outsized game -- The Adventures of Bertram Fiddle -- by creating efficient automated processes to create content.
Console/PC, Indie, Production, Video, Vault

Microsoft reveals $3000 HoloLens Development Edition 10
by Chris Kerr [10.06.15]
Microsoft has revealed pricing details for the new dev-focused HoloLens Development Edition at today's Windows 10 event.
Console/PC, Design, Production, VR

What happened to PlayStation's first indie dev community? 7
by Dan Chamberlain [10.06.15]
‘Net Yaroze and the community around it was pretty much my whole life at the time,’ says Chris Chadwick, creator of the award winning Blitter Boy. ‘Sad, I know...but it was great!’
Console/PC, Indie, Programming, Art, Design, Production, History

When an architect designs a video game, you get Block'hood 4
by Chris Kerr [10.05.15]
Architect-turned-game-developer Jose Sanchez wants to understand why players are compelled to create by asking them to turn natural chaos into order in his neighborhood sim, Block'hood.
Console/PC, Indie, Design, Production

Oculus CEO confirms company is researching augmented reality  
by Chris Kerr [10.05.15]
During a recent chat with Develop, Oculus CEO Brendan Iribe revealed the company is already researching how it can break into the augmented reality space.
Console/PC, Production, Business/Marketing, VR

thatgamecompany co-founder Kellee Santiago joins Google Play Games  
by Chris Kerr [10.05.15]
Former thatgamecompany president and co-founder Kellee Santiago has joined the Google Play Games team.
Smartphone/Tablet, Indie, Production, Business/Marketing

Get a job: Ready At Dawn is hiring an experienced Concept Artist  
by Staff [10.01.15]
The makers of The Order: 1886 are after an experienced artist to work on creating concept art alongside the team at Ready At Dawn's Irvine, CA headquarters.
Console/PC, Art, Production, Recruitment

Video: Talk about your failures so other devs can learn from them  
by Staff [10.01.15]
"The independent game space has a problem with failure," said indie dev Ashley Zeldin at GDC 2015. "When all we hear about are successes, that creates unrealistic expectations."
Console/PC, Indie, Design, Production, Business/Marketing, Video, Vault

Don't Miss: The postmortem of Treyarch's Tony Hawk's Pro Skater  
by Jamie Fristrom [10.01.15]
Former Treyarch developer Jamie Fristrom opens up in this classic 2000 feature about the ups and downs of porting one of the most successful PlayStation games of 1999 to Sega's Dreamcast console.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Fabric Software releases second-generation development platform  
by Chris Kerr [10.01.15]
Fabric Software has released Fabric Engine 2, an updated version of its development platform that enables the creation of high-performance tools for games, virtual reality, and visualisation.
Console/PC, Indie, Production, VR

How devs deal with 4 problem areas in VR game design  
by Bryant Francis [10.01.15]
Developers with Playful Corporation, Carbon Games, Minority Media, and Cloudhead Games tell us how they surmounted unexpected design difficulties in their VR game projects.
Console/PC, Indie, Art, Design, Production, VR

Inside the world of 'secret' game developers 1
by Christian Nutt [09.30.15]
"Studios like us, we rely on our portfolios to get more business. And if we can’t put something in our portfolio, then it costs." - SuperGenius studio director Paul Culp
Console/PC, Smartphone/Tablet, Production, Business/Marketing