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Updates » Console/PC
Remedy planning IPO to fund multi-project development
by Chris Kerr [04.27.17]
"We're developing our business in line with our strategy towards a multi-project model, which helps us release high-quality games to the global market more often."
Console/PC, Business/Marketing

Nintendo Switch sold 2.74 million units in first month
by Chris Kerr [04.27.17]
There's been plenty of speculation as to how well the Switch has been performing, but now we have some concrete answers straight from the horse's mouth.†
Console/PC, Business/Marketing

Profits up at Nintendo as Switch makes 'promising' debut
by Chris Kerr [04.27.17]
Nintendo has released its financials for the full year ended March 31, 2017, giving us our first glimpse at official Switch sales figures.†
Console/PC, Smartphone/Tablet, Business/Marketing

Designing the giant battle royale maps of Playerunknown's Battlegrounds 1
by Alan Bradley [04.27.17]
"Building an open world that was suitable for 'battle royale' gameplay from scratch -- and doing it fast, based on iteration -- was the biggest challenge for us in terms of design, tech, and art," says Brendan "Playerunknown" Greene.
Console/PC, Indie, Design

Kirby creator coded the original game with a trackball instead of a keyboard 2
by Alex Wawro [04.26.17]
Kirby creator Masahiro Sakurai reportedly said he used a Twin Famicom console to develop the game, and had to rely on a trackball to punch in code via a sort of on-screen keyboard.
Console/PC, Production

Amid fan outcry, Atlus eases up on Persona 5 sharing limits 5
by Alex Wawro [04.26.17]
Atlus today apologized for the tone of its warning against sharing video of its RPG Persona 5, adding that it will now allow more (but not all) of the game to be streamed/shared without complaint.
Console/PC, Business/Marketing

Why remaking games like Wonder Boy can be creatively inspiring  
by Bryant Francis [04.26.17]
It's one thing to work on another person's game, it's another to remake a game from 20 years ago and add your own flourish to it.
Console/PC, Design, Video

To create a quality Final Fantasy V translation, fans reworked the game's code  
by Alissa McAloon [04.26.17]
In order to create a fan translation free of typographical errors, a Final Fantasy V fan dove into game's code and ultimately revolutionized the unofficial translation community.

Don't Miss: The making of Call of Duty 4: Modern Warfare 4
by Gamasutra Community [04.26.17]
As more details emerge for the latest Call of Duty title, take a look back at this postmortem from the developers of Modern Warfare to learn more about that pivotal entry in the series.
Console/PC, Design, Production

Chat with the developers behind Wonder Boy: The Dragon's Trap at 3PM EDT  
by Bryant Francis [04.26.17]
It's not often that a small developer gets to remake an old retro game. We're chatting with the minds behind Wonder Boy: The Dragon's Trap at 3PM EDT.
Console/PC, Design, Video

Tencent grabs minority stake in Seasun Games for $142.6M
by Chris Kerr [04.26.17]
Chinese internet giant Tencent has picked up a 9.9†percent stake in developer Seasun Games for $142.6 million.†
Console/PC, Smartphone/Tablet, Business/Marketing

Inside Tose Software, the biggest Japanese game dev you've never heard of
by Chris Kerr [04.26.17]
"We develop with the utmost focus on quality. The thing that I focus on most myself, is always being aware of and keeping planning as the basis for development."
Console/PC, Production, Business/Marketing

Developing Ultimate Epic Battle Simulator's large-scale carnage
by Joel Couture [04.26.17]
Robert Weaver's sandbox game needed an engine that could render tens of thousands of combatants. "There really aren't any engines that support battles on that scale," he says.
Console/PC, Indie, Design, Production, Video

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

Don't Miss: The origins of Night Trap 10
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

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

NPD has been underestimating digital game sales since at least 2010 1
by Alissa McAloon [04.24.17]
New, 'restated' reporting from NPD shows that spending on game software has actually been increasing steadily since 2010, whereas previously reported data showed somewhat of a spending plateau.
Console/PC, Smartphone/Tablet, Business/Marketing

Don't Miss: What can game designers learn from the original Legend of Zelda? 65
by Mike Stout [04.24.17]
Can the original Zelda game still have things to teach designers? Mike Stout (Skylanders) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.
Console/PC, Design