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May 6, 2016
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Updates » Console/PC
How functional QA works: A quick guide  
by Gamasutra Community [04.13.16]
"If I were to again build a test organization, providing the very best support in each stage of the SDLC, it would look something like this."
Console/PC, Smartphone/Tablet, Production

Shedding light in the dark tunnel of game innovation  
by Gamasutra Community [04.13.16]
"If we look to games that have done something new, at the system level, we can draw lessons that help us approach this difficult challenge. Following is a rubric of four questions that can provide a framework for creating new games."
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

Rubber bands and chewing gum: How practical effects shaped Doom 1
by Chris Kerr [04.13.16]
"It was what I like to call a little bit rubber band and chewing gum effects. The spider creature was made out of parts I had literally just found at hardware and hobby stores, pieces of tupperware and PVC pipes."
Console/PC, Art, Design

Diablo III designer and Fallout art director Leonard Boyarsky joins Obsidian  
by Chris Kerr [04.13.16]
Veteran game designer and artist Leonard Boyarsky has left Blizzard to take on an unspecified role at Fallout: New Vegas and Alpha Protocol developer, Obsidian.
Console/PC, Design, Business/Marketing

Game engines: Past, present, and future 20
by Gamasutra Community [04.13.16]
"We need to talk a little about the history of video game engine development. I hope my readers will find this personal reflection both familiar and useful in understanding why we should be optimistic about the future."
Console/PC, Programming, Production

Outsourcing and localization companies ink $20 million acquisition deal  
by Chris Kerr [04.13.16]
"We are confident that the integration of the Synthesis Group within Keywords will lead to an even stronger services business shaped around the very best talent in the industry."
Console/PC, Business/Marketing

Virtual reality's PC mass market: When and why 5
by Gamasutra Community [04.13.16]
"There really is a natural order of things, and this article explains why in this author's opinion, the virtual reality market's potential audience is destined to grow to hundreds of millions of PCs within the next three to five years."
VR, Console/PC, Business/Marketing

Making a battle royale for players and viewers alike in The Culling 4
by Joel Couture [04.13.16]
"Games have always been watchable--not just playable--entertainment," says Josh Van Veld of Xaviant Games. "Twitch and YouTube capture that same vibe of sleepovers with friends, up late playing video games."
Console/PC, Indie, Design, Video

Animating Cuphead: The verve of the 1930s with the tech of now 1
by Christian Nutt [04.12.16]
"What’s beautiful about music is that real instruments still prevail. ... Whereas on the animation side of things... [2D animation is] not dying, but it’s definitely being pushed away as a real medium."
Console/PC, Indie, Art

Enter the Gungeon breaks 200,000 sales in a week  
by Christian Nutt [04.12.16]
The popular indie title debuted high up in sales and continues to be barreling along -- with over 200,000 copies sold in just a week.
Console/PC, Indie, Business/Marketing

Get a job: Be a Level Designer at Runic Games  
by Staff [04.12.16]
Torchlight series developer Runic Games seeks an experienced level designer to work alongside the rest of the team at its Seattle, WA HQ on its current project, the action-adventure game Hob.
Console/PC, Design, Recruitment

5 things to know about GTA producer Leslie Benzies' legal fight with Rockstar 8
by Alex Wawro [04.12.16]
The longtime chief of Rockstar North is suing his former employers and business partners for over $150 million in unpaid royalties, in the process shedding light on the inner workings of Rockstar.
Console/PC, Business/Marketing

Don't Miss: 7 ways game designers break their own hearts 33
by Gamasutra Community [04.12.16]
"It’s a cliche to say designers are 'passionate' about games. It’s fun, at first. The honeymoon period is wonderful, and we try to stretch it out as long as possible. And then the work begins."
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Laid-off Gameloft devs join Climax and open a New Zealand studio  
by Alex Wawro [04.12.16]
Longtime British game developer Climax Studios has opened a new office in Auckland, New Zealand, staffed by developers who were laid off by Gameloft when it shuttered its NZ studio in January.
Console/PC, Business/Marketing

Departed Rockstar North chief sues Rockstar for $150M in unpaid royalties 3
by Alex Wawro [04.12.16]
Onetime Rockstar North chief Leslie Benzies is suing his former employers for unpaid royalties in excess of $150 million after he was allegedly forced out of the company on April 1st of last year.
Console/PC, Business/Marketing

The history of the quest compass and its dreadful convenience 21
by Gamasutra Community [04.12.16]
"Dark Souls is name-dropped a lot these days. But part of its novelty came precisely from abandoning all this hand-holding and convenience. 'There are two bells somewhere, go ring them.'"
Console/PC, Design, History

Epic expands European publishing operations with new Berlin office  
by Chris Kerr [04.12.16]
"Our European and Russian community is important to us, and establishing our Berlin office is the first step to ensuring they’ll have a great day one experience with our games."
Console/PC, Production, Business/Marketing

The Division, the Dark Zone, and the Prisoner's Dilemma 8
by Gamasutra Community [04.12.16]
The design problems with a problematic mode: "There is no incentive to go rogue. Yes, you can kill a player and steal their loot. But even if you do, you have no idea what they have on them until they drop it."
Console/PC, Design

Postmortem: Bringing Camouflaj's République to PlayStation 4  
by Paul Alexander [04.12.16]
The curious story of how Camouflaj's episodic game République made its way from iOS in 2013 to Steam and then onto PlayStation 4 involves an engine overhaul, a port house and a tricky overseas deal.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

The game developer's toolbox (for students) 6
by Gamasutra Community [04.12.16]
A good list of basics -- for novices and anybody else: "This is a list of things that will hopefully stop budding game developers from reinventing the wheel and tumble into pitfalls that others have already been in."
Console/PC, Indie, Design, Production, Business/Marketing