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May 25, 2016
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May 25, 2016
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Updates » Console/PC
Former exec speaks to the risk-averse nature of Disney's game biz  
by Alex Wawro [05.23.16]
Years ago, game industry veteran Alex Seropian served as an executive within Disney's games division. Now, he speaks to TechInsider about how Disney went from embracing game development to abandoning it.
Console/PC, Business/Marketing

A crash-course in game dev: Growing up at Terminal Reality 2
by Gamasutra Community [05.23.16]
"My three years working there in Dallas, TX were some of the most formative with regard to constructing a philosophy around what it means to be a Game Developer. To that end, I'll highlight some key tenets I've incorporated into my work."
Console/PC, Production

Overwatch and Blizzard's efforts to tell stories in a multiplayer shooter 1
by Alex Wawro [05.23.16]
In a recent chat with Rock Paper Shotgun, Overwatch designer Michael Chu speaks to how the game's writers are learning to work with the community in a sort of "cat-and-mouse" game of storytelling.
Console/PC, Social/Online, Design

How Assassin's Creed II's missions use open-world space 8
by Gamasutra Community [05.23.16]
"What I find very cool about the open world in Assassin’s Creed II is that the world opens up step by step, right up until the very late stages of the game. It’s very different from lots of open-world games of today."
Console/PC, Design

Don't Miss: Charting the (re)birth of the hero shooter genre 15
by Alex Wawro [05.23.16]
Why are we suddenly seeing a slew of "hero shooters"? Gamasutra talks to devs on Overwatch, Paragon and Battleborn about tracing the genre back to MOBAs -- and Team Fortress 2.
Console/PC, Social/Online, Design, Production, Business/Marketing

Kojima aims to keep his new studio at 100 people or less 3
by Alex Wawro [05.23.16]
The newly-reborn Kojima Productions closed out last year with less than ten staffers, and now as the studio staffs up frontman Hideo Kojima says he intends to cap the venture at 100 people, max.
Console/PC, Business/Marketing

Rethinking the passage of time in RPGs 16
by Gamasutra Community [05.23.16]
"If my three-year-old wants a cup of juice, she won’t wait the time it takes to write this sentence, yet the proverbial innkeeper with giant rats in the basement will happily wait an eternity for you to get around to his problem."
Console/PC, Indie, Design

Uncharted 4 surpasses 2.7 million sales in first week  
by Chris Kerr [05.23.16]
Uncharted 4: A Thief’s End has surpassed 2.7 million units in combined worldwide physical and digital sales in just one week.
Console/PC, Business/Marketing

Global Accessibility Awareness Day: What we learned  
by Gamasutra Community [05.23.16]
"I've also been keeping an eye out for game accessibility related tweets, articles and so on, and have listed the ones I've come across below."
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

How Samorost 3's stunning soundtrack came together 2
by Christian Nutt [05.20.16]
Music and sound has always been central to Amanita Design's games. Get a great window into the process of creating the soundscape for the studio's latest, Samorost 3.
Console/PC, Indie, Audio, Video

Get a job: Psyonix is hiring a UI Artist to work on Rocket League  
by Staff [05.20.16]
Psyonix, the independent studio responsible for Rocket League, is looking for an experienced UI Artist to join the team working at its offices in San Diego, California.
Console/PC, Art, Recruitment

A year of sales data for premium-priced roguelike Cogmind 3
by Gamasutra Community [05.20.16]
"As is common with most (successful) indie games, community efforts play a large role in that success. At least a third of my time is spent writing blog posts, posting development updates, and on the forums interacting with players."
Console/PC, Production, Business/Marketing

Don't Miss: Our 30th anniversary retrospective of Gradius 11
by Kurt Kulata [05.20.16]
Remember Gradius? Konami's stand-out 2D shooter franchise was released 31 years ago this month, and in this classic feature Hardcore Gaming 101's Kurt Kalata takes us on a stroll through its life.
Console/PC, Programming, Design, Production

Blog: Stealing from the movies 3
by Gamasutra Community [05.20.16]
"This article aims to encourage us all to learn from the mistakes that movies made along with their development as an industry."
Console/PC, Design, Production, Business/Marketing

With Disney Infinity's demise, what's the future of toys-to-life? 1
by Kris Graft [05.20.16]
Disney Infinity's cancellation is a huge blow to a billions-dollar video game category. What does Infinity's demise mean for the rest of the toys-to-life business?
Console/PC, Business/Marketing

Minecraft heading to China as Mojang signs NetEase partnership  
by Chris Kerr [05.20.16]
"We’ll always embrace opportunities to bring Minecraft to new players around the world, widening our community, and giving us a new perspective on our game."
Console/PC, Smartphone/Tablet, Business/Marketing

Unexpected narrative: How would Samus Aran play Minecraft?  
by Gamasutra Community [05.20.16]
"A linear game is merely a sandbox with a specific narrative. A linear narrative is merely a series of choices that have already been made in that sandbox."
Console/PC, Design

The challenge of creating a brand new brand in fantasy MMO Crowfall 7
by Gamasutra Community [05.20.16]
"Establishing a new game company and an intellectual property can be very challenging in today’s very saturated game market. This is the process we followed when creating the brand and identity for Crowfall."
Console/PC, Art, Business/Marketing

How a triple-A developer takes global player feedback 1
by Christian Nutt [05.19.16]
An alpha of Team Ninja's new game, Ni-Oh, was free-to-download on PS4. Now, the developer has revealed exactly what kind of change it's making based on feedback.
Console/PC, Design, Production, Business/Marketing

How Uncharted 4 was made accessible to more players  
by Christian Nutt [05.19.16]
"I think video games, for a lot of people, are often about being able to do things that you wouldn't normally be able to do... when you find that there are some people who can't enjoy those things, it's kind of crushing."
Console/PC, Design, Production, Business/Marketing