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April 23, 2017
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How the art of Guild Wars 2 is designed not to look dated over time 1
by Alex Wawro [04.21.17]
The style "never puts graphics before art," ArenaNet's Horia Dociu tells RPS. "The ideas and artistic creativity have to take lead if we don’t want our game to look dated after many years."
Social/Online, Art

Before Star Citizen, there was Wing Commander: How Chris Roberts got his start  
by Alex Wawro [04.21.17]
History buff Jimmy Maher tells the origin story of Chris Roberts, which stretches back past Origin Systems (where he created Wing Commander) to the bedroom computing era of British game development.
Console/PC, Design

How Everything connects the arts of animation and game design  
by Bryant Francis [04.21.17]
There's a subtle link between Everything's playable characters and the early history of animation. Watch developer David OReilly explain it as we stream his game.
Console/PC, Design, Video

Video: Put a face on it! The aesthetics of cuteness in game design  
by Staff [04.21.17]
What's cute, and why should you care? Game devw Jenny Jiao Hsia (Beglitched) answers both those questions in a talk at GDC 2017 about the aesthetics of cuteness, and how they make games better.
Console/PC, Smartphone/Tablet, Indie, Art, Video, Vault

Get a job: Digital Extremes is hiring a Sound Designer  
by Staff [04.21.17]
Digital Extremes is looking for a Sound Designer to create engaging and detailed sound design for levels, cinematics, marketing and more in London, Ontario, Canada.
Audio, Recruitment

Valve aims to improve Dota 2 matchmaking by tying phone numbers to accounts 4
by Alissa McAloon [04.21.17]
Valve hopes to cut down on the number of people that use multiple accounts by requiring players to register a phone number prior to joining ranked queue.
Console/PC, Social/Online

Don't Miss: Multiplayer level design tips from a Call of Duty modder turned pro 3
by Gamasutra Community [04.21.17]
Treyarch's Muhammad Ayub talks about the different design elements and considerations that go into creating a quality multiplayer map for a first-person shooter like Call of Duty.
Console/PC, Social/Online, Design

Stephens College is now the first all-women's school to offer eSports scholarships  
by Alissa McAloon [04.21.17]
The Missouri-based institution now counts eSports, specifically Overwatch, among its nine athletics programs and is offering partial scholarships for players that join its team.
Console/PC, Business/Marketing

Chat with David OReilly, creator of Everything, today at 3PM EDT  
by Bryant Francis [04.21.17]
We're chatting with indie game developer David OReilly while playing Everything today at 3PM EDT.
Console/PC, Design, Video

Twitch launching affiliate program to make monetization mainstream
by Chris Kerr [04.21.17]
Twitch's new Affiliate Program will let qualifying content creators outside of the Partners bubble earn revenue through on-platform tools.†
Business/Marketing

Blog: A postmortem of my procedurally generated platformer, Meganoid 2017
by Gamasutra Community [04.21.17]
Postmortem for Meganoid(2017), a roguelike, procedurally generated platformer released on iOS, Android, and Steam three weeks ago.
Smartphone/Tablet, Programming, Design, Business/Marketing

Netmarble raises $2.3B in South Korea's second biggest IPO
by Chris Kerr [04.21.17]
South Korean mobile giant Netmarble has raised $2.3 billion with its IPO, falling just short of the $2.4 billion it predicted earlier this year.
Console/PC, Business/Marketing

Blog: Building a dynamic ecology through sound
by Gamasutra Community [04.21.17]
A multi part development journal that discusses the dynamic music and SFX for the open world of Yonder: The Cloud Catcher Chronicles and examines the risks and challenges encountered.
Audio, Design

Making Horizon Zero Dawn's Machines feel like living creatures 3
by Willie Clark [04.21.17]
Horizon Zero Dawn's Machines are clearly automatons, with all their inner workings plainly visible. But they also also exhibit unmistakable†animal-like behaviors and movements.
Console/PC, Art, Design, Video

Ready At Dawn joins list of devs working with Tencent to launch games into China  
by Alex Wawro [04.20.17]
The Order: 1886 dev Ready At Dawn is the latest Western studio to cut a deal with Chinese megacorp Tencent to bring one of its games into China: Deformers, a third-person multiplayer brawler.
Console/PC, Business/Marketing

Unity devs can now sell actual hats (and other merch) in-game via new Shopify SDK  
by Alex Wawro [04.20.17]
Digital commerce platform Shopify is betting that game devs want more ways to sell real, physical goods from inside their games as the company rolls out a Unity plugin for doing just that: Unity Buy.
Console/PC, Smartphone/Tablet, Indie

How do you end a game well? 1
by Staff [04.20.17]
What makes for a great game ending? We dug into the question a bit today on the Gamasutra Twitch channel as we wrapped up our abbreviated look back at†Deus Ex.
Console/PC, Design, Video

Video: A postmortem look at the making of Spelunky HD  
by Staff [04.20.17]
At GDC 2011, Derek Yu and programmer Andy Hull talk about the process of revamping Spelunky for consoles, in the process shedding some light on how the procedurally-generated game is built.
Indie, Art, Design, Production, Video, Vault

Get a job: Schell Games is hiring a Game Producer  
by Staff [04.20.17]
Schell Games is looking for an experienced producer who is passionate about game production and leadership to join its development team in Pittsburgh, Pennsylvania.
VR, Production

How can a bad localization detract from an otherwise great game? 1
by Alissa McAloon [04.20.17]
'This isnít how people speak, itís how people write dialogue.' Freelance translator Molly Lee explains how sloppy localization can do more than just mess up a few lines of in-game dialogue.
Console/PC, Production