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August 21, 2017
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Q&A: Bloodstained creator's keys to making a great 'Igavania' game  
by Brandon Sheffield [08.21.17]
Koji Igarashi, who created and gave name to the 'Igavania' subgenre, discusses designing the perfect jump, the drawbacks of combos, proper game pricing, and why his new game will have a female lead.
Console/PC, Indie, Design, Video

Video Game Deep Cuts: Vectoring In On The Hellblade Observer  
by Gamasutra Staff [08.20.17]
This week's articles/video highlights include multiple features on Ninja Theory's Hellblade, the enduring micro-indieness of Vector Unit & the cyberpunk strangeness of Observer.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Prettying up the Zergling in Starcraft Remastered  
by Bryant Francis [08.18.17]
The Blizzard art team explains how they learned that Zerglings have grubby, horrifying little hands at the end of their spikes.
Console/PC, Art

Gamasutra plays Sonic Mania  
by Bryant Francis [08.18.17]
The Gamasutra editorial crew tries out Sonic Mania to see why game developers are raving about it.
Console/PC, Design, Video

Get a job: Sucker Punch is hiring a Systems Designer  
by Staff [08.18.17]
Looking for a new gig? Sucker Punch Productions is hiring a number of designers, programmers, and artists for its Washington-based game development team.
Design, Recruitment

Twitch's new filtering options are fueled by automatic live video indexing  
by Alissa McAloon [08.18.17]
Twitch has implemented a deep learning-based video indexing platform that filters live gameplay into categories based on in-game factors without any additional input from streamers or staff.
Social/Online

Don't Miss: Painful PR lessons learned on the way to Guacamelee! 1
by Staff [08.18.17]
Developers, how do you best maximize your game's exposure with a limited marketing budget? Drinkbox Studios' (Guacamelee!) Chris McQuinn shares his advice and lessons learned in this GDC 2014 talk.
Indie, Business/Marketing

Give me a break: Atari suing Nestle over alleged Breakout-themed Kit Kat ads 5
by Alissa McAloon [08.18.17]
Atari has filed a federal lawsuit against Nestle, arguing that the candy maker's short-lived Kit Kat: Breakout commercial made unauthorized use of Atari’s classic brick-breaking arcade game, Breakout.
Business/Marketing

We're streaming Sonic Mania today at 3PM EDT  
by Bryant Francis [08.18.17]
We're playing Sonic Mania and talking about what makes it a successful Sonic game at 3PM EDT.
Console/PC, Business/Marketing, Video

Blog: Understanding decision making using dual-process theory 1
by Gamasutra Community [08.18.17]
Making decisions is essential to any game, no matter the genre or target audience. To play a game is to make decisions. While there are many different theories that approach decision making from different angles, I will focus on dual-process thinking.
Design, Production

Blog: Designing our large-scale installation game, Salmon Roll  
by Gamasutra Community [08.18.17]
Salmon Roll is a large-scale installation game for two players that will debut at Play NYC on August 19th. Here's how the game went from brainstorming to nearly finished in a matter of weeks.
Design

How Tencent's latest hit Honour of Kings has divided generations 5
by Chris Kerr [08.18.17]
"If you don’t do real-name verification for your new accounts, the system has no way to know how old you are, so there won’t be any limits."
Smartphone/Tablet, Business/Marketing

Blog: Game music system tools and tips 2
by Gamasutra Community [08.18.17]
Several dynamic music systems were presented in the GDC 2017 audio track. In part three of her latest article series, video game composer Winifred Phillips discusses the tools and tips offered in these GDC talks.
Audio, Production

Big Immersive to become dedicated VR and AR publisher  
by Chris Kerr [08.18.17]
Big Immersive has formally announced its arrival to the games industry, and spelled out its desire to become a dedicated VR and AR publisher.
VR, Business/Marketing

Blog: A practical guide to first-person level design 1
by Gamasutra Community [08.18.17]
A guide to help you design better first person levels. "Where to start?" And different notions used in level design explained with practical examples from Mirror's Edge and Bad Company 2.
Design

How small-scale studio Vector Unit optimized for big-scale success  
by Jon Jordan [08.18.17]
A case study of an indie studio. Using its own engine technology, the tiny team at Vector Unit has released 8 titles across nine platforms in the last ten years.
Smartphone/Tablet, Business/Marketing

Early Access has changed We Happy Few -- and helped the dev quadruple in size  
by Alex Wawro [08.17.17]
"Early access didn't just help shape the overall direction and focus of the game," says Compulsion Games founder Guillaume Provost. "It shaped the very fabric and makeup of our team."
Indie, Business/Marketing

Valve says it's cracking down on big key requests to combat Steam skulduggery 12
by Alex Wawro [08.17.17]
Valve confirms that yes, the company is more closely scrutinizing devs' outsized requests for Steam keys in an effort to combat people using them as "a way to manipulate Steam systems." 
Serious, Business/Marketing

505 signs on to publish OtherSide's upcoming RPG Underworld Ascendant  
by Alex Wawro [08.17.17]
The publisher confirmed today that it intends to publish OtherSide's upcoming spiritual successor to Ultima Underworld, which is expected to ship on PC in the latter half of next year.
Indie, Business/Marketing

Video: Indie dev tips on picking projects, or, 'pro strats for pre-pre-production'  
by Staff [08.17.17]
Finji Games cofounder Adam Saltsman takes the stage at GDC 2016 to give a talk about how to decide what game you should be making before you start.
Indie, Production, Business/Marketing, Video, Vault