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October 20, 2014
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October 20, 2014
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Updates » Production
Don't Miss: John Carmack on engineering Rage 20
by Kris Graft [10.17.14]
In this extensive interview conducted while he was at id, legendary programmer John Carmack reflects on the id Tech 5 engine and his mistakes regarding the evolution of console and PC games.
Console/PC, Programming, Design, Production

What we can learn from teens making games  
by Gamasutra Community [10.17.14]
"It is clear to us at foundry10 that game creation holds incredible value to students, if done right. But what is 'right' when each learner is different?"
Console/PC, Indie, Production, Student/Education

Reminder: IGF 2015 Main Competition deadline ends on Wednesday!  
by Staff [10.17.14]
Don't miss the IGF deadline! Submissions for the 2015 Independent Games Festival Main Competition entries are due October 22, and Student Showcase Entries are due October 31.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Making sense of complexity  
by Gamasutra Community [10.16.14]
"An overly-ambitious project can end a small studio or an emerging indie career. Having a measure of the complexity of what wish to create can help us plan accordingly and recruit the help and support we need."
Production

Blog: In production, trust is stronger than control 2
by Gamasutra Community [10.16.14]
"Making software is hard. Making games is damn near impossible. The things where we usually make mistakes are not the ones that following a processes will solve."
Console/PC, Social/Online, Smartphone/Tablet, Production

Unity and Google address dev concerns in GDC Next sponsored talks 1
by Staff [10.16.14]
With weeks to go until GDC Next 2014 featuring ADC takes place in L.A., here are a few of the most useful sponsored sessions from major companies that developers should check out.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC Next

Get a job: Nuclear Division is hiring an Art Director  
by Staff [10.15.14]
The new mobile game company founded by industry veterans (and funded in part by Respawn cofounder Vince Zampella) is looking for someone to lead the art department at its Sherman Oaks studio.
Smartphone/Tablet, Art, Production, Recruitment

Video: Turning your jam game into a polished release  
by Staff [10.15.14]
Indie developers Mattia Traverso and Alan Zucconi got a friend to make a game during their talk at GDC Europe 2014 about how you can go about turning game jam games into releasable titles.
Indie, Production, Video, Vault

Don't Miss: Design wisdom from the man behind Super Mario 3D Land Exclusive 9
by Christian Nutt [10.15.14]
Super Mario 3D Land director Koichi Hayashida reveals how he abandoned much of the series' post-1996 legacy by developing the game as though it were the first 3D Mario title ever made.
Console/PC, Design, Production, Exclusive

Team project: The survival guide 1
by Gamasutra Community [10.15.14]
A post "covering some of the main killers of collaborative projects I've seen in the past" from regular game jammer and developer Alex Johansson.
Console/PC, Indie, Production

Blog: Crowdsourced translations can work: Here's how 1
by Gamasutra Community [10.15.14]
"The flow of work can go a lot smoother when partnering with some trustworthy power users. They will be able to provide extra localization feedback to your products if they are highly engaged."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production, Business/Marketing

Catching up with Amazon Game Studios, as it announces four games 5
by Christian Nutt [10.14.14]
Gamasutra speaks to Amazon's Ian Vogel about the studio's ongoing "experiments" in games, as it announces four new ones -- and its "commitment" to the space, and becoming a "cultural powerhouse."
Smartphone/Tablet, Indie, Production, Business/Marketing

Porting a PC adventure game to mobile: Struggles with resolution issues  
by Gamasutra Community [10.14.14]
"We cannot just stretch the game scene to fit the device screen, as this will distort the aspect ratio. Game ports with graphics having distorted aspect ratios always look horrible."
Console/PC, Smartphone/Tablet, Indie, Art, Production

Call for participation: The Game Outcomes Project needs your help!  
by Gamasutra Community [10.13.14]
"Currently, there’s little or no actual data on how different factors such as crunch/overtime, production methodologies, or team size impact the success or failure of projects in the game industry. We hope to change that!"
Console/PC, Production

Video: One hour, ten great European indie game design talks  
by Staff [10.13.14]
Watch the first-ever GDC Europe Innovative Games Showcase, a curated exhibition of innovative or experimental games, with 10 microtalks from indie developers about new approaches to design.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Video, Vault

Blog: Unity - King of the web, teacher of children, betrayer of men 21
by Gamasutra Community [10.13.14]
"Bottom line? Unity is an amazingly versatile piece of software whether you are building a prototype or a triple-A title. But it has a rather spotty history when it comes to new deployment platforms."
Console/PC, Indie, Serious, Programming, Production, Business/Marketing

Why I quit the PhD program at MIT to start a game studio 1
by Gamasutra Community [10.13.14]
"We’ve come a long way since the early days of staying up all night to play over instant messenger, but our philosophy remains the same: build the game that WE want to play."
Console/PC, Indie, Production, Business/Marketing

Leap Motion launches IndieCade-backed game jam with $75,000 in prizes  
by Christian Nutt [10.10.14]
The winning teams will get a $5,000 cash prize and a slot to exhibit at IndieCade East 2015, with $2,500 in travel expenses also covered.
Console/PC, Indie, Production, Business/Marketing

Here's one way to retain developers between projects: Lab Time Exclusive  
by Alex Wawro, Mike Rose [10.10.14]
German social/mobile game publisher Wooga maintains 'Lab Time' for developers who are between projects, allowing them to work on side projects while they wait to snag a spot on another project.
Console/PC, Social/Online, Production, Exclusive

New report looks inside Ubisoft's little-known 'interproject' 22
by Alex Wawro [10.09.14]
Laying off development staff between projects is a woefully common practice in the game industry, but Kotaku has found that Ubisoft Montreal's efforts to keep talent on the payroll can have its own downsides.
Console/PC, Production