Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 25, 2018
arrowPress Releases






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


  Tracing Sega's origins back to jukeboxes and Japanese 'gun corners'
image "We decided to manufacture [light] guns & flippers ourselves in Japan, which led us to start developing our own arcade games," said former Sega exec Akira Nagai. "That was the official start of Sega."
  Video: Avoid mistakes when putting together a creative portfolio
image Art directors and lead artists from various studios give valuable advice on putting together a portfolio in this GDC 2018 Game Career Seminar session.
  SpyParty's Chris Hecker shares lessons from his long dev cyle
image We sat down with SpyParty lead developer Chris Hecker to talk about what he's learned in the many, many years spent making this 1v1 online multiplayer game.
  Ragnarok Online shutting down European servers after 14 years
image Ragnarok Online servers are shutting down across European regions on May 25.
  Nintendo says innovation is a byproduct of its creative process
image Nintendo's general manager of development Shinya Takahashi discusses the design philosophy held at Nintendo.
  Weekly Jobs Roundup: Remedy, InnoGames, and more are hiring now!
image Gamasutra's Job Board is the most diverse, most active, and most established board of its kind in the video game industry. Here are just some of the many, many positions being advertised right now.
  God of War among the few AAA games to be localized for Croatia
image God of War has been fully localized for Croatia, becoming one of few large triple-A titles to be officially translated and localized for the Croatian games market. 
  343 clarifies Halo modding policy as fan-led Halo Online revival gets the axe
image Halo developer 343 Industries has put the kibosh on a fan project that sought to revive a canceled Russia-only game called Halo Online.
  Don't Miss: A deep dive into how devs maintain tension in Nex Machina
image "We needed to cut as much of excess fat as possible and figure out what was really necessary to get the feeling you are on the 'knife's edge.'" - Henri Mustonen, Senior Level Designer at Housemarque.
  Join Gamasutra and Chris Hecker for a chat about SpyParty at 3PM EDT
image Watch us play some SpyParty while chatting with developer Chris Hecker today at 3PM EDT.
  Social AR games are coming to Snapchat
image Snapchat plans to introduce a number of AR games as interactive ‘lens’ camera overlays, starting later this week.
Blog: Why Atari's infamous E.T. tie-in isn't half bad
image Atari's infamous E.T. tie-in gets a lot of stick, but it is possible to enjoy, and it's arguably better than Warshaw's previous hit Raiders Of The Lost Ark.
  Valiant Hearts dev is making another WWI game 'to not forget, and to not repeat'
image DigiXart cofounder Yoan Fanise chats with Gamasutra about the indie studio's new project, the World War I narrative game 11-11: Memories Untold, and how it's collaborating with Aardman Studios.
  Xbox marketing lead Albert Penello leaves Microsoft after 18 years
image Penello had recently been leading the worldwide go-to-market strategies for all Xbox consoles, from the standard Xbox One to the supercharged Xbox One X. 
  Blog: Designing a convention booth
image In this post we go over what went into planning our booth for PAX East Including what to order, how to lay stuff out, how to sell merch, etc.
25 Belgian Gaming Commission declares loot boxes illegal
image The Belgian Gaming Commission has declared loot boxes illegal, following in the footsteps of their Dutch counterparts who reached a similar decision last week. 
  Norwegian studio nets $400K to finish co-op puzzler Pode
image Norwegian indie outfit Henchman & Goon has netted $400,000 to push ahead with the development of its co-op puzzler, Pode. 
  Blog: Standing out in a saturated market
image Bot School Games co-founder Chris Cobb explores some of the traits that can help a game stand out in in a saturated market.
12 How many wishlists should your game have when launching on Steam?
image Game dev Jake Birkett asks fellow devs to share their Steam wishlist-related data and tries to suss out the all-important relationship between wishlists at launch and sales at launch.
13 Don't Miss: How to train players right, so they don't hate learning to play
image In this timeless article, designer Mike Stout takes a look at examples of in-game training that skip the boring tutorials and teach players the rules of the game by letting them play the game.
  Video: The rocket science behind Rocket League's physics
image Lead programmer at Psyonix Jared Cone discusses the rocket science behind Rocket League's physics.
  Death Road to Canada devs delay release out of respect for recent tragedy
image Ukiyo Publishing postpones the console release of Death Road to Canada following the incident in Toronto yesterday involving the death of ten pedestrians.
  Get a job: Join Insomniac Games as a Gameplay Programmer
image Insomniac Games is looking for a dev to join its team and help it build mechanics, weapons, and creative enemies for its next project.
  Sonic Mania surpasses 1M sold worldwide
image The retro Sonic the Hedgehog reimagining has now sold over 1 million copies worldwide, eight months out from its release.
  Nintendo Switch hardware exploits cannot be patched out
image Two hardware-based exploits for the Nintendo Switch have been released, allowing for users to run custom homebrew apps and games on the console.

[Read More]

spacer
Join the Conversation
Share your thoughts, knowledge and ideas with the largest community of game developers in the world. If we like what we see, we'll promote your post on our home page.


  Kotaku is not the answer: strategic thinking for indie game PR
by Lewis Denby
Indie devs new to PR are often tempted to set their sights on coverage from the very biggest games...
12 How many wishlists should you have when launching on Steam?
by Jake Birkett
I recently asked developers to share their Steam wishlist-related data because I wanted to know the...
1 Game Design in Real Life: Lessons from a Disney Vacation
by Caleb Compton
Game design lessons can be found everywhere. In this article, the first in my "Game design in real...
  PAX East 2018: Designing a Convention Booth
by Kurt Bieg
This post is a cross-post from our own website blog. Link: http://www.simplemachine.co/pax-east-2018...
  How to stand out in the crowd
by Chris Cobb
We will explore the traits that make a game stand out in in a saturated market

[Read More]

arrowPress Releases
Results From Game Design Challenge: Get Organized!
image Game Career Guide's readers present a series of inventive, organization-driven gameplay concepts in these winning entries to April's Game Design Challenge.
Developing With An Eye For Efficiency
image Mobile games developer Tuomas Erikoinen explains how you can speed through small-scale projects by focusing on core techniques and learning from your mistakes.
My Game Design Degree: A Postmortem
image Devon Wiersma reflects on his four-year study at Sheridan College in Ontario, detailing the challenges he faced while earning a Bachelors of Game Design degree.
Zvky Design Studio
Zvky Design Studio Zvky Design Studio, is a next-gen entertainment design firm based in the "silicon valley of India". We are a "Quality First" studio where we focus our passion, energy and skills to deliver exemplary next-gen art for all platforms.
Art Bully Productions LLC
Art Bully Productions LLC Art Bully Productions was founded in 2008 by 3d art professionals who have years of experience in the video game industry. We pride ourselves on delivering AAA quality work at very competitive rates to developers of all sizes.
GameVision Studios
GameVision Studios Disney, Kabam, King, Glu Mobile, DeNA, PoketGems, and many more. The world's leading mobile game companies have trusted GameVision to deliver art assets for their top grossing games. Why not join them? Contact GameVision today!
Mad Marker Studios
Mad Marker Studios

[View More]