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Given unlimited money and time, 'What Remains of Edith Finch probably never would have come out'  
by Alex Wawro [04.25.17]
"Or it would have been some strange, hopelessly delicate monstrosity," added creative director Ian Dallas in a recent Reddit "Ask Me Anything" session. "I'm very happy with the way things turned out."
Indie, Production

25 years later, FMV horrorshow Night Trap is coming back  
by Alex Wawro [04.25.17]
The team†at Kentucky-based Screaming Villains have announced plans to bring a 25th anniversary rerelease of the full-motion video horror game†Night Trap†to PS4 and Xbox One later this year.

Video: Lessons learned in making Madden more visually accessible  
by Staff [04.25.17]
At GDC 2017, EA's Karen Stevens explains how the Madden dev team had come up with some novel solutions to make the game more visually accessible -- in many cases without modifying in-game assets.
Console/PC, Art, Design, Video, Vault

Get a job: Ninja Theory is hiring an FX Artist  
by Staff [04.25.17]
Ninja Theory is looking for an experienced FX Artist with a strong understanding of visual effects to join its team in Cambridge, England.
Art, Recruitment

Creator of DDoS program used against Minecraft and RuneScape sentenced to prison  
by Alissa McAloon [04.25.17]
The program has been used in more than 1.7 million DDoS attacks, including some against Sony, Microsoft, TeamSpeak, Minecraft, and RuneScape.

Don't Miss: The origins of Night Trap 9
by Staff [04.25.17]
How did the controversial full motion video game get made in the first place? Years before the Sega CD system was released, a group of developers tried to change video games into something new.
Console/PC, Design, Business/Marketing

Report: Vivendi's takeover of Ubisoft planned for this year  
by Alissa McAloon [04.25.17]
Vivendi has been slowly moving toward a hostile takeover of Ubisoft since 2015, but sources speaking to Reuters have reason to believe the French media conglomerate has plans to hasten its pace this year.

When it comes to VR, Cliff Bleszinski is chasing his (lucid) dreams  
by Brandon Sheffield [04.25.17]
Boss Key Productions CEO Cliff Bleszinski is excited for the future of virtual reality, but he's realistic about the near-term challenges.
VR, Design, Business/Marketing

When making games, there is such a thing as a bad question  
by Brandon Sheffield [04.25.17]
Rami Ismail, one half of Nuclear Throne dev Vlambeer, says that one of the ways his studio has succeeded is through not only asking the right questions, but figuring out what the right questions are.
Design, Business/Marketing

Blog: Composing video game music to build suspense, part 4 2
by Gamasutra Community [04.25.17]
Video game composer Winifred Phillips shares strategies from her GDC 2017 talk. This time around, she looks at how the power of low frequency sound can be harnessed to create tension.
Audio, Design

Russian internet giant opens $100M games investment division
by Chris Kerr [04.25.17]
Russian internet giant†has established a $100 million investment division to†dish out funds to "accomplished" game studios and publishers, as well as young developers.†

Animation vs. game dev: Everything creator David OReilly breaks down the differences
by Chris Kerr [04.25.17]
"Games develop in a way that I can only describe as organic, in that they tend to start as a core and then grow outward. With animation, it's more of a branching thing."
Design, Business/Marketing, Video

Blog: Harmony and the kludge in game design
by Gamasutra Community [04.25.17]
Harmony is something that affects the game as a whole. It's about appropriate fit. Now what's appropriate depends on what standards people are using, and those standards have changed.

Blog: Developing the visuals for Warhammer 40,000: Space Wolf 4
by Gamasutra Community [04.25.17]
In this article we talk about how we developed the visuals and characters seen in Warhammer 40,000: Space Wolf.
Art, Design

Blog: Captivating players by evoking presence 2
by Gamasutra Community [04.25.17]
Playing a video game can put you in a state where the borders between your self and the character gets blurry. When creating games, evoking this feeling of presence is worth trying to achieve.

FoldIt dev has a new game that's helping map the human brain  
by Alex Wawro [04.24.17]
"You can see this as symbiosis -- computers learn from what people are doing and they do better," Center for Game Science director Dr. Zoran Popovic tells The New York Times about its new game Mozak.
Social/Online, Serious, Design

Days Gone has driven Sony Bend to more than double in size  
by Alex Wawro [04.24.17]
Oregon newspaper The Bulletin reports Sony's Bend Studio is moving into a bigger office building later this year as it continues to work on its post-apocalyptic PlayStation 4 game Days Gone.
Console/PC, Business/Marketing

Take-Two prods mod team to stop trying to recreate Red Dead Redemption in GTA V  
by Alex Wawro [04.24.17]
After reportedly being contacted by representatives of Rockstar parent company Take-Two Interactive, a team of modders are canning†their ambitious efforts to recreate one Rockstar game inside of another.
Console/PC, Production

Video: Game localization shenanigans in the Chinese-speaking world  
by Staff [04.24.17]
At GDC 2017, IGDShare organizer and experienced localizer Jung-Sheng Lin tries to help devs avoid calamity by running down some of the potential pitfalls of localizing for the Chinese-speaking world.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Get a job: Sony PlayStation is hiring a Sr. UI Tools Programmer  
by Staff [04.24.17]
Sony's Santa Monica Studio is looking for a self-motivated Senior User Interface Tools Programmer to join its team in Playa Vista, California.
Programming, Recruitment