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February 22, 2017
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Watch Double Fine devs work out how to make Psychonauts work in VR  
by Alex Wawro [02.22.17]
"VR, it amps up the difficulty of anything," Double Fine's Tim Schafer says in a 2PP Rhombus of Ruin mini-doc. "We realized we were going to have to design puzzles that were more forgiving."
VR, Indie, Design, Production, Video

Get a job: thatgamecompany is hiring a Graphics Engineer  
by Staff [02.22.17]
Santa Monica-based thatgamecompany is looking for a Graphics Engineer to deliver the kind of visual spectacle and rich moment-to-moment feedback that helped define the studio's previous game, Journey.
Indie, Programming

Round 2 of Project Discovery seeks to use Eve Online to discover actual planets  
by Alissa McAloon [02.22.17]
Eve Online’s latest foray into crowdsourced, citizen science uses in-game player exploration data to advance real-world efforts seeking to discover planets beyond our solar system.
Console/PC, Social/Online

Take your career in games to the next level at GDC 2017!  
by Staff [02.22.17]
GDC is happening next week, and show officials want to remind you about the great career growth and networking opportunities attendees can take advantage of at the show!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, GDC

How Overwatch's bleak beginnings turned into positivity and inclusiveness  
by Kris Graft [02.22.17]
Blizzard’s online shooter hit Overwatch is unlike other shooters in that it’s injected with a lot of whimsy, but the game’s fantastic and joyful nature was born out of a bleak situation.
Design

Lumberyard 1.8 introduces toolset to simplify cloud-based features  
by Alissa McAloon [02.22.17]
The 1.8 beta update hit Amazon’s Lumberyard game engine today and brought with it a new tool centered around making it easier for devs to include cloud-based features in their games.
Console/PC, Programming, Production

Alt.Ctrl.GDC Showcase: SetApp's The Heist  
by Joel Couture [02.22.17]
The Heist has two players working together to rob a bank -- one in VR navigating the bank, and the other hitting switches and connecting cords on a control panel, trying to help the VR player along.
VR, Indie, Design, Video

Don't Miss: The game developer's toolbox (for students) 6
by Gamasutra Community [02.22.17]
In this 2016 blog post, Anna Jenelius runs through some useful game development basics that both fledgling and veteran game developers should keep in mind if they avoid potentially progress-killing pitfalls.
Indie, Design, Production

Watch the trailer for the 2017 Game Developers Choice Awards!  
by Staff [02.22.17]
From Campo Santo to id to Owlchemy Labs, come and watch some of the 17th Annual Game Developers Choice Awards nominees extend a personal invitation to watch the show live during GDC 2017 next week!
VR, Console/PC, Indie, Video, GDC

Maximizing the impact of procedural personalities  
by Gamasutra Community [02.22.17]
Game designer Tanya Short delves into the relationship between reasoning and behavior in procedurally generated AI personalities, and makes a few practical suggestions for an improved player experience.
Design

Valve drops $3k price tag from required SteamVR license training  
by Alissa McAloon [02.22.17]
Valve has dropped the paid course requirement for licensing its SteamVR position-tracking technology and has instead made the coursework available for free online.
VR, Console/PC, Production

Check out this lineup of cool interactive spaces at GDC 2017!  
by Staff [02.22.17]
GDC 2017 is next week in San Francisco! While you're planning out what to see and do, organizers want to make sure you set some time aside to check out these great interactive spaces at GDC this year.
Console/PC, Indie, GDC

Get reliable tips about publishing your own game at 3PM EST  
by Bryant Francis [02.22.17]
We're interviewing mobile developer Tim Nixon today at 3PM EST for tips on how to get your own game out into the world as a small publisher.
Console/PC, Business/Marketing, Video

At GDC 2017, get expert tips on improving your game's user experience 1
by Staff [02.22.17]
At GDC 2017 next week, veteran game devs from across the industry will have a boisterous discussion about the effects of data, creativity, and development constraints on the user experience in games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, GDC

Blog: Using language to make our games more inclusive when localizing  
by Gamasutra Community [02.22.17]
This article will be putting forward the case for more localization in games, but also how to do it on a budget.
Design

Road to the IGF: David Kanaga's Oikospiel, Book I  
by Joel Couture [02.22.17]
Developer David Kanaga's heady Oikospiel, Book I is an opera in five acts, taking the player on a surreal journey with music, canine programmers, bear assassinations, and unions.
Indie, Design, IGF

Blog: Navigating the regulatory landscape in the Chinese video game market  
by Gamasutra Community [02.22.17]
China is the biggest gaming market in the world, but government regulations can pose a challenge to developers. So, I thought I'd break them down for devs unfamiliar with the region.
Business/Marketing

Blog: Design exercise - an analysis of Steam discovery 9
by Gamasutra Community [02.22.17]
Examining Steam Discovery like any other MMO with issues in balancing, matchmaking, information availability, and unintended aggregate results from poorly considered reward structures.
Console/PC, Business/Marketing

Designing an engaging and intuitive crafting system for Astroneer  
by Jack Yarwood [02.22.17]
“Way back when, we were talking about whether we should have a tutorial in the game," says Jacob Liechty. "Eventually we figured out that we didn’t have to, which felt pretty good."
Console/PC, Indie, Design, Video

Valve debuts developer build of SteamVR for Linux  
by Alex Wawro [02.21.17]
Heads up, Linux fans who are maybe also VR developers (or vice versa): The folks at Valve Software have today released a very much still-in-development version of SteamVR that runs on Linux.
VR, Programming