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February 24, 2017
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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 2
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.

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.

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.

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

Digital trading card game Hex: Shards of Fate loses its publisher  
by Alex Wawro [02.21.17]
Almost 4 years after signing on to help publish Cryptozoic and Hex Entertainment's F2P online TCG, Gameforge Entertainment is stepping away from the game and leaving it in the hands of its creators.
Social/Online, Business/Marketing

Obituary: Alan Stone, Nintendo of America cofounder, onetime Sega Enterprises CEO 1
by Alex Wawro [02.21.17]
Game industry veteran Alan 'Al' Stone passed away on Friday due to cancer. He was best known as one of the cofounders of Nintendo of America, as well as a former Sega president and CEO.

Blog: What's the current state of the Vive SteamVR market? 4
by Gamasutra Community [02.21.17]
What is the current state of the Vive Steam VR market? Are users active with their Vive? How much games actually support the Oculus Rift? What is the average revenue you can expect? Let's find out!
VR, Console/PC, Business/Marketing

Don't Miss: Breaking the NES to develop Shovel Knight 21
by Gamasutra Community [02.21.17]
In this classic blog post, David D'Angelo explores how his team created Shovel Knight to be like a modern NES game and how they paid homage to the classic Nintendo console through thoughtful design.
Console/PC, Indie, Design

Get a job: Big Huge Games is hiring a Senior Gameplay Engineer  
by Staff [02.21.17]
Big Huge Games is on the lookout for a talented and experienced Gameplay Engineer with strong programming skills and a passion for games in Baltimore, Maryland.
Smartphone/Tablet, Programming, Recruitment

Pillars of Eternity sequel clears $3 million in funding on Fig 1
by Alissa McAloon [02.21.17]
While the overall funding for Pillars of Eternity II: Deadfire is one of the highest amounts raised on Fig, the breakdown between investment and pledges is par the course for campaigns on the platform.
Console/PC, Business/Marketing

Nintendo Switch dev kits could run as low as $440 1
by Alissa McAloon [02.21.17]
Nintendo has announced roughly how much money a Nintendo Switch development kit will set back game developers looking to create something for the upcoming console.
Console/PC, Indie