Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
July 29, 2015
arrowPress Releases
July 29, 2015
PR Newswire
View All






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


Updates » Production
Why game devs should carry a sketchbook  
by Gamasutra Community [07.29.15]
"Here’s a bunch of examples of times where having a sketchbook was useful and some suggestions for reasons to carry one around with you."
Console/PC, Smartphone/Tablet, Indie, Production

Get a job: Cloud Imperium Games is hiring an Associate Producer 2
by Staff [07.28.15]
The studio chiefly responsible for Chris Roberts' crowdfunded space sim Star Citizen is looking to hire an associate producer to work alongside the rest of the Cloud Imperium team in Santa Monica, CA.
Console/PC, Social/Online, Production, Recruitment

Peer into the realities of game testing 2
by Christian Nutt [07.27.15]
Want to peer behind the curtain of QA? There's plenty to learn from what goes on in the testing department, a new article reveals.
Console/PC, Production

Video: Learning to love procedural art while making No Man's Sky 1
by Alex Wawro [07.27.15]
At GDC 2015, Hello Games' Grant Duncan popped up on stage to speak frankly with fellow developers about exactly how and why the studio came to procedurally generate the worlds of No Man's Sky.
Console/PC, Indie, Art, Production, Video, Vault

Speeding along: Velocibox and the Malaysian indie scene 1
by Gamasutra Community [07.27.15]
"I'd say take pride in the game you are creating. Craft an experience with values and goals that matter to you, and you'll find your niche and an audience who share and appreciate your vision."
Console/PC, Indie, Design, Production, Business/Marketing

Get a job: Blizzard seeks a new Diablo Art Director  
by Staff [07.24.15]
Blizzard is hiring someone with significant art chops and leadership experience to serve as an Art Director on the Diablo franchise alongside the team in the company's Irvine, CA headquarters.
Console/PC, Art, Production, Recruitment

Video: Your indie dev job can let you travel the world, so go do it 1
by Staff [07.24.15]
At GDC 2013 indie dev Colin Northway (Incredipede, Deep Under The Sky) shows you how to make and release games from anywhere and reminds fellow indies to get out and see the world.
Indie, Design, Production, Video, Vault

More dirty coding tricks from game developers GDMag Exclusive 4
by Brandon Sheffield [07.24.15]
In this timeless feature from the March 2010 issue of Game Developer Magazine, we revisit the mighty kludges and well-meaning hacks that are sometimes required to get our games out the door on time.
Console/PC, Indie, Programming, Design, Production, GD Mag Exclusive

Here comes a new challenge: Making Street Fighter V 17
by Christian Nutt [07.24.15]
How can Street Fighter evolve from a core console game into a thriving service-based eSport? Gamasutra speaks to Capcom's Matt Dahlgren about the company's next big play.
Console/PC, Programming, Design, Production, Business/Marketing

Making and selling a platformer on the App Store 11
by Gamasutra Community [07.22.15]
On releasing and selling: Nubs' Adventure: "This covers post-release topics, such as monetization, sales figures and player reception, and noteworthy things I experienced post-release."
Smartphone/Tablet, Indie, Programming, Production, Business/Marketing

Could Dota 2's new mod tools spawn a Dota-killer? Exclusive 4
by Phill Cameron [07.22.15]
We talk to Greg Kasavin of Supergiant games, and Awesomenauts creators Ronimo games about the potential of Dota 2's custom games scene.
Console/PC, Programming, Design, Production, Business/Marketing, Exclusive

A defense and condemnation of Flash 28
by Gamasutra Community [07.22.15]
"Flash’s tenure on the web is drawing to a close. And while few will mourn its passing, I’m worried that it will also mean the loss of one of the best tools for cross-platform game development for indies."
Console/PC, Indie, Programming, Production

5 questions every QA team lead or manager should ask daily 1
by Gamasutra Community [07.21.15]
"How do I measure the performance of my team? This is very similar to the age-old problem of evaluating a developer based on the amount of lines of code he wrote. It doesn’t work."
Console/PC, Smartphone/Tablet, Production

Nintendo and DigiPen team up to bring Singapore devs' games to 3DS  
by Christian Nutt [07.20.15]
Singaporean devs will have their chance to see their games become downloadable Nintendo 3DS titles, with government backing.
Console/PC, Indie, Production, Business/Marketing

Why the original No Time To Explain sucked 8
by Gamasutra Community [07.20.15]
"We invested into ... rebuilding No Time To Explain the way we originally envisioned. It took us four years, but that's ok, it's all been worth it. This was a fun, emotional rollercoaster that's far from over."
Console/PC, Indie, Production, Business/Marketing

A super-quick beginner's guide to the stand-up meeting 8
by Gamasutra Community [07.20.15]
"I think that the stand-up meeting can be useful for any team aiming to have a quick, focused, informal meeting where they discuss some matters that are not technical."
Console/PC, Smartphone/Tablet, Indie, Production

Is it worth it? Whiplash & the fetishization of crunch 30
by Gamasutra Community [07.20.15]
"Of the many problems with overwork in the game industry, the fact that we so often fetishize it and see it as the 'one true way' is one of our biggest problems."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Don't Miss: The ups and downs of doing online multiplayer as an indie Exclusive 14
by Mike Rose [07.17.15]
Including online multiplayer is a tricky challenge, particularly for small teams. In this 2014 feature, Gamasutra speaks to indies who've been in the trenches to get their take on how to do it right.
Social/Online, Indie, Programming, Design, Production, Exclusive

Blog: The world-system of the game development biz 8
by Gamasutra Community [07.17.15]
"It's a new world for a new generation of developers. They've transitioned from Laborers of a product to Consumers of middleware solutions. They generalize in high-concept game development."
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

Don't Miss: An oral history of developing Deus Ex Exclusive 5
by Alex Wawro [07.16.15]
15 years ago, Ion Storm Austin released the seminal cyberpunk game Deus Ex. Gamasutra speaks to some of its lead creators to learn more about how they developed it -- and what it did to them.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive