Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
February 6, 2016
arrowPress Releases
February 6, 2016
PR Newswire
View All






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


Updates » Production
Video: A postmortem of the groundbreaking Pinball Construction Set 1
by Staff [02.05.16]
At GDC 2013 Pinball Construction Set creator Bill Budge lays out the blueprints for how he came to construct a game that has (directly or indirectly) influenced generations of game developers.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault

5 production secrets from Sunless Sea and Fallen London's head writer  
by Gamasutra Community [02.05.16]
"I manage our in-house content team and cabal of freelancers who create the stories for Sunless Sea, Fallen London, Dragon Age: the Last Court, and our other projects. I'm still finding my feet! But here's five things I've learned so far."
Console/PC, Indie, Design, Production

The story behind Cut the Rope: Magic's creation, straight from the devs  
by Gamasutra Community [02.05.16]
"It was quite a challenge to add a fresh note to the already many-sided Cut the Rope gameplay, while still preserving all the good things that have kept the series going for such a long time."
Smartphone/Tablet, Design, Production

Classic Postmortem: Ironclad/Stardock's Sins of a Solar Empire 3
by Blair Fraser and Brad Wardell [02.05.16]
The scifi RTS was released eight years ago today. Ironclad's Blair Fraser and Stardock's Brad Wardell wrote this in-depth postmortem on the game's development back in 2008.
Console/PC, Indie, Design, Production, Business/Marketing

Former Eidos CEO Ian Livingstone to open new UK computer science academies 1
by Chris Kerr [02.05.16]
Games Workshop co-founder and former Eidos CEO, Ian Livingstone, is opening two free UK schools to help the next generation get to grips with computer science, technology, and the arts. 
Programming, Production

Don't Miss: How a pro fan-translated Nintendo's elusive Mother 3 5
by Simon Parkin [02.04.16]
Gamasutra talks to Mother 3 fan-translator Clyde 'Tomato' Mandelin about his work translating the Nintendo classic, his day job in translation, and his localization heroes in this '08 interview.
Console/PC, Indie, Production

Have a look at what it's like to develop Unreal VR games -- in VR 2
by Alex Wawro [02.04.16]
The folks at Epic published an intriguing video to YouTube today in which company chief Tim Sweeney and technical director Mike Fricker demonstrate the Unreal Engine editor being used in VR via an HTC Vive dev kit.
VR, Design, Production, Video

The Unity add-ons we used to build our FPS 10
by Gamasutra Community [02.04.16]
A large list with images that shows what each add-on was used for in the first person shooter project Immortal Redneck -- everything from AI to shaders, effects, and FPS fundamentals.
Console/PC, Programming, Production, Business/Marketing

How one mod helped define the modern XCOM experience 1
by Phill Cameron [02.04.16]
XCOM 2 creative director Jake Solomon explains how his team actually consulted with creators of the popular Long War mod, and shared tools with them so that mod content will be available at launch.
Console/PC, Design, Production

Mike Wilson explains Gambitious' plans for funding indie devs 1
by Joel Couture [02.03.16]
'It's very easy to underestimate the time and effort of just running a crowdfunding campaign for the full duration,' says Mike Wilson
Console/PC, Indie, Production, Business/Marketing

Road to the IGF: Ramallo and Kanaga's Panoramical  
by Kris Graft [02.03.16]
You don't simply play this game--you orchestrate an audiovisual performance. The soundscapes and landscapes can be manipulated using a standard joypad, a keyboard and mouse, or a MIDI controller.
Indie, Audio, Design, Production, Video, IGF

'Subtle' sexism: 'Do you even play games (aside from Candy Crush)?' 58
by Gamasutra Community [02.02.16]
An anonymous woman developer writes: "I am assumed to be the girlfriend, the artist, the casual game player. Rather, I am the game developer, the scripter/programmer, the gamer."
Console/PC, Smartphone/Tablet, Production, Business/Marketing

Blog: Why I stopped making games... and started again 6
by Gamasutra Community [02.02.16]
"In short: in January 2015 I gave up on making games. The vast seas of video games were, and still are, a mess. The market got swamped by new games, good and bad."
Indie, Production, Business/Marketing

Don't miss all these great Summit sessions at GDC 2016  
by Staff [02.02.16]
You've got roughly 2 days left until early registration for GDC 2016 ends Wednesday, February 3rd, and conference organizers encourage anyone interested in attending to register now at the discounted rate.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Road to the Student IGF: Beglitched  
by Chris Baker [02.02.16]
'I was immediately hooked on the idea of cyberpunk that wasn't dark, green, and gritty,' says Alec Thomson. 'Frank Lantz ultimately came up with the term cyberpink; blame him for that one.'
Console/PC, Indie, Art, Design, Production, Video, IGF

The state of game development in Africa 3
by Richard Moss [02.02.16]
They dream of African heroes and mythical beings getting embraced by people around the world — whatever their ethnicity — in the same way they've embraced the likes of Thor.
Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Blog: Why I hate hearing 'lazy devs' 21
by Gamasutra Community [02.01.16]
"The devs are the people that create games, the ones working hard to build features ... they're not the ones that make the rules or change things mid-development."
Console/PC, Production

Video: Blizzard's art design principles for Hearthstone  
by Staff [02.01.16]
At GDC 2014, Blizzard's Ben Thompson explained how a clear set of guiding principles, relentless iteration and a healthy dose of creativity fueled the art design of Hearthstone.
Console/PC, Social/Online, Art, Design, Production, Video, Vault

Postmortem: Flippfly's Race the Sun 6
by Aaron & Forest San Filippo [02.01.16]
What went right and wrong during development of the endless runner Race the Sun, from Kickstarter to multi-platform release.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

State of the Industry: Game devs offer opinions on our VR future Exclusive 5
by Brandon Sheffield [01.29.16]
Pressed for their (anonymized) thoughts on VR and AR, game developers from around the industry shared their opinions in the GDC 2016 State of the Industry survey. Here, we share some of them with you.
VR, Design, Production, Exclusive