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June 29, 2017
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Updates » Console/PC
Improving a game on the Xbox One X helps boost its One S performance, says Xbox exec  
by Alissa McAloon [06.22.17]
Microsoft's Albert Penello addresses concerns that developing Xbox One games with both the Xbox One X and Xbox One S in mind could result in one console variant holding the other back.
Console/PC, Production

How Naughty Dog broke Sony's hardware rules to create Crash Bandicoot  
by Alissa McAloon [06.22.17]
'They were very worried that if they shipped this game, all the PlayStations in the world would break because their CD drives would melt.'
Console/PC, Programming, Art, Design, Production

Warner Bros. Interactive Entertainment cuts the ribbon on New York studio  
by Chris Kerr [06.22.17]
Developer-publisher Warner Bros. Interactive Entertainment has cut the ribbon on a new studio based in New York. 
Console/PC, Business/Marketing

Red Hook Studios co-founder dissects the highs and lows of indie life 1
by Chris Kerr [06.22.17]
During a recent Gamasutra Twitch stream, Red Hook Studios co-founder Chris Bourassa explained why he believes working as an indie is a more enticing prospect than being a cog in the triple-A machine.
Console/PC, Business/Marketing, Video

New GameMaker Studio 2 license options will give devs more choice 4
by Chris Kerr [06.22.17]
YoYo Games is looking to give developers more ways to get their hands on its GameMaker Studio 2 game engine by adding more licensing options.
Console/PC, Smartphone/Tablet, Programming, Production

Q&A: How Microsoft is pitching the Xbox One X to devs (and consumers)  
by Mathew Kumar [06.22.17]
Microsoft’s senior director of product management and planning for Xbox, Albert Penello, told Gamasutra about how the company is positioning the Xbox One X hardware to both developers and consumers.
Console/PC, Business/Marketing

How Darkest Dungeon mirrors the real highs and lows of game development  
by Bryant Francis [06.21.17]
The makers of Darkest Dungeon explain how the game's stress system began to reflect their everyday lives.
Console/PC, Design, Video

The development-side benefits of creating an E3 demo  
by Alissa McAloon [06.21.17]
Days Gone creative director John Garvin notes that creating the E3 demo was more than just marketing; it helped the team determine how well certain systems worked in the game.
Console/PC, Production

Get a job: Deep Silver Volition is hiring a Sr. UI Artist  
by Staff [06.21.17]
Deep Silver Volition is seeking an experienced UI Artist to help own and drive the style of its interface as it starts its next project in Champaign, Illinois.
Console/PC, Art

How Housemarque designed the vibrant bullet hell-scape of Nex Machina  
by Alissa McAloon [06.21.17]
Senior level designer Henri Mustonen explores how design decisions made for Nex Machina ultimately encourage players to explore and learn.
Console/PC, Indie, Design

Don't Miss: The story of Cave Story, as told by its creator  
by Staff [06.21.17]
Cave Story creator Daisuke 'Pixel' Amaya shares his game development philosophy and shows the beta version of Cave Story during a postmortem presentation on the game at GDC 2011.
Console/PC, Indie

Chat with the minds behind Darkest Dungeon's latest DLC at 3PM EDT  
by Bryant Francis [06.21.17]
We're playing the latest Darkest Dungeon DLC and chatting with the developers from Red Hook Studios today at 3PM EDT.
Console/PC, Design, Video

Blog: Analyzing alpha sales data for a traditional roguelike 4
by Gamasutra Community [06.21.17]
A summary of Cogmind's second year of alpha (early access) sales data, including revenue, pricing effects, and a breakdown of development time.
Console/PC, Business/Marketing

How God of War uses cameras to craft a more intimate experience 1
by Chris Kerr [06.21.17]
"God of War is traditionally known for these cinematic, pull back cameras, which I think are fantastic. But we're trying to get in there and really get to know the character a little more."
Console/PC, Business/Marketing

Environment art isn't about 'making pretty things'...so, what's it about? 6
by Jason Hickey [06.21.17]
Jason Hickey, lead environment artist on Insomniac Games' upcoming Spider-Man offers practical tips about what it takes to be a great environment artist -- and no, it's not all about making pretty things.
Console/PC, Indie, Art, Production

Netflix is getting into the 'choose your own adventure' game business  
by Alex Wawro [06.20.17]
Video streaming service Netflix today released an "interactive storytelling experience" that can be played on iOS devices and most Netflix-capable hardware: Puss In Book: Trapped In An Epic Tale.
Console/PC, Business/Marketing, Video

Video: Smashing stereotypes to write better, richer games 6
by Staff [06.20.17]
At GDC 2017 game dev Shawn Alexander Allen lays out concrete examples of how games are often filled with homogeneous characters -- and howÊdevs can craft better games by breaking out of that mold.
Console/PC, Indie, Design, Video, Vault

Twitch and Blizzard forge two-year streaming deal for eSports events  
by Alissa McAloon [06.20.17]
The major platform now has third-party streaming rights for over 20 major eSports competitions featuring Blizzard's library of competitive games.
Console/PC, Social/Online

Don't Miss: 7 lessons learned while designing This War of Mine 12
by Gamasutra Community [06.20.17]
"I let myself look on the game from a distance. I'’ll do my best to analyze those key design features that I think did the most benefit. These are the things that I will remember for my future projects."
Console/PC, Indie, Design

Scribblenauts dev shares lessons learned in making its huge object library  
by Alissa McAloon [06.20.17]
'The expectations of players coming into the game meant that every AI, and many other objects, needed tons of custom exceptions.' Liz England explains how and why designers hand-authored the game's object library.
Console/PC, Design