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November 28, 2014
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Updates » Production
6 tips for success in the Chinese mobile game market  
by Gamasutra Community [11.28.14]
A quick guide to what it takes to make it in the Chinese mobile market -- from partnerships to localization tips and an explanation of what kinds of games Chinese users most enjoy.
Smartphone/Tablet, Production, Business/Marketing

Surpringly popular silliness: Migi Osu, a game jam postmortem  
by Gamasutra Community [11.28.14]
"In an alcohol-induced epiphany we suddenly realised that we had a good game idea and the PewDiePie game jam happened to be on the same day, so we got prototyping."
Console/PC, Indie, Design, Production

Socializing a new member in a Scrum team 3
by Gamasutra Community [11.27.14]
"Adding a new member to a team can result in conflict. Changing the group dynamic so dramatically, and without the teamís input, conflicts with Agile developmentís tenets of personal choice and team autonomy."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Don't Miss: Double Fine's postmortem of Brutal Legend 22
by Caroline Esmurdoc [11.26.14]
In this classic postmortem Double Fine outlines the production of its rock god epic BrŁtal Legend, taking in everything from legal troubles with Activision to nitty-gritty tool development details.
Console/PC, Production

Repeatable success in game production 2
by Gamasutra Community [11.26.14]
"Almost all game developers have less time, less money, less people than they need to complete what they want to achieve. They have to be smart about how the do things."
Console/PC, Smartphone/Tablet, Indie, Production

Don't Miss: Watch Ron Gilbert's GDC postmortem of Maniac Mansion 6
by Staff [11.25.14]
As Thimbleweed Park hits its Kickstarter goal, watch this loving and detailed look back at the game that started it all: Ron Gilbert and Gary Winnick's Maniac Mansion.
Console/PC, Design, Production

Tips for motivating your indie team: Be human 3
by Gamasutra Community [11.25.14]
"Sometimes, members who leave will have an important perspective on your project. Even if it hurts to hear that criticism, it will make your team stronger in the end."
Console/PC, Smartphone/Tablet, Indie, Serious, Production

World of Warcraft: Ten years of change  
by Gamasutra Community [11.24.14]
MMO designer Laralyn Williams reflects: "I immediately knew what I wanted to talk about: the flexibility and responsiveness of the development team."
Console/PC, Social/Online, Design, Production, Business/Marketing

Why you want cross-functional team members 1
by Gamasutra Community [11.24.14]
"You are hurting the agility of your company or project if you have an over-reliance on the concept specialization and arenít encouraging teams to work collaboratively to spread knowledge and skills."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

When scope gets away from you: The trials of Glork and Potatoman 5
by Gamasutra Community [11.21.14]
"Will our backers be upset that we cut the scope so much? Will they even care? the response was essentially 'Cool game, thanks for finally delivering it.'"
Console/PC, Indie, Design, Production

Don't Miss: The Binding of Isaac postmortem 26
by Edmund McMillen [11.20.14]
How did a game destined for failure become a cult smash? In this classic feature, Edmund McMillen discusses how he added religion to Zelda, mixed it with a roguelike, and came out with a surprise hit.
Console/PC, Indie, Programming, Art, Audio, Design, Production

Tips for motivating your indie team 4
by Gamasutra Community [11.18.14]
From selecting your team members to tracking their work, this blog post offers useful advice for keeping an independently developed game project up and running.
Console/PC, Smartphone/Tablet, Indie, Production

Blog: From never coding to making a game in Unreal Engine 4 5
by Gamasutra Community [11.17.14]
"It took me 5 months to go from ZERO to ONE! 5 Months ago I decided to dive deep into game development. Something deep down was telling me I needed to understand all facets of game development."
Smartphone/Tablet, Indie, Programming, Design, Production

Development realities of 'games as a service' revealed at GDC 1
by Staff [11.17.14]
The vague notion of "games as a service" is gaining traction in the industry; MunkyFun's Bethany Frank explains what LiveOps is and how developers use it to make better games at GDC 2015.
Smartphone/Tablet, Production, GDC

Iron Galaxy's lessons learned on the path to Killer Instinct Exclusive 3
by Alex Wawro [11.17.14]
Iron Galaxy chief Dave Lang speaks to how his studio took over Killer Instinct and what he's learned in the tricky process of growing from a tech contractor to a developer of original games.
Console/PC, Production, Exclusive

Should you upgrade your game for free? We are, and here's why 14
by Gamasutra Community [11.14.14]
"It will be free to current owners. It will be an in-place upgrade, delivered through existing channels. It won't break any of the old stuff... [But] not everyone can or even should do the weird crazy things we do."
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

Get a job: Cloud Imperium Games is hiring a Lighting Artist  
by Staff [11.13.14]
The folks building Star Citizen are looking to bring on an experienced game lighting artist well-versed in Maya to work alongside the team in the company's Santa Monica, CA studio.
Console/PC, Art, Production, Recruitment

Don't Miss: Designing the hit mobile game Monument Valley Exclusive 8
by Kris Graft [11.13.14]
Earlier this year, Monument Valley lead designer Ken Wong told us about designing a game that stands out from the crowd with a development team embedded inside a creative agency.
Smartphone/Tablet, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Blog: When 'doing everything right' goes wrong 28
by Gamasutra Community [11.13.14]
Developing a bigger, better sequel to a freeware hit seems like an obvious win, but the realities of development aren't always so simple.
Console/PC, Indie, Production, Business/Marketing

Congratulations! You're a game dev lead...Now what? 20
by Gamasutra Community [11.13.14]
A guide from Insomniac's Mike Acton: "Congratulations! Youíre a lead. Now what? In general, whatever skills youíve demonstrated that got you to this point arenít the same things youíll be doing from here on out."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production