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April 26, 2017
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Updates » Console/PC
Dont Miss: Unpacking The Silver Case, A Q&A with Grasshopper Manufacture 1
by Brandon Sheffield [04.19.17]
The HD remaster The Silver Case hit PS4 this week so now is the perfect time to take a look back at this conversation with the game's devs about character design, story, and the port itself.
Console/PC, Indie, Art, Design

Discuss what is best in life with Conan Exiles' Joel Bylos at 3PM PDT  
by Bryant Francis [04.19.17]
We're talking with the creative director of Funcom's Conan Exiles today at 3PM EDT. Come chat with us!
Console/PC, Design, Video

The Witcher author Andrzej Sapkowski says the pen is mightier than the gamepad
by Chris Kerr [04.19.17]
"How much substance can there be in the lines of text when the hero walks through the woods and talks to a squirrel? Where's the room for depth or sophisticated language with which games could elevate culture?"
Console/PC, Business/Marketing

Opinion: Why does Mass Effect: Andromeda's open world feel so closed?
by Katherine Cross [04.19.17]
Mass Effect: Andromeda is brilliant pulpy fun. But it seems to be the latest in a line of recent games that struggle to give meaning to the vastness of their open spaces.
Console/PC, Design

Ubisoft opening two new European studios to ramp up triple-A development
by Chris Kerr [04.19.17]
Ubisoft will open two new European studios later this year in a bid to "strengthen its creative forces" in the region.
Console/PC, Business/Marketing

Crafting the multiple victory states of the RTS Northgard 2
by Alan Bradley [04.19.17]
“Vikings are always portrayed as strong warriors, but they were also explorers and merchants, with a strong oral culture. This is translated into the game through the Lore, Trade and Fame victories.”
Console/PC, Indie, Design, Video

Last Of Us lighting artist offers devs a tip: set the mood with a single light  
by Alex Wawro [04.18.17]
While it sounds oversimplified, if you can get a strong base for that end result as much as possible, it goes a long way," Naughty Dog lighting artist Gabe Betancourt tells 80 Level. "Less is more."
Console/PC, Indie, Art

Blizzard gives StarCraft a new patch and a new price: free  
by Alex Wawro [04.18.17]
Nearly twenty years after Blizzard released its space-y RTS StarCraft, the studio has issued a patch for it (and its expansion pack Brood War) and made it freely available as one of its classic games.
Console/PC, Business/Marketing

Don't Miss: How culling works 2
by Vaughan Young [04.18.17]
In this timeless feature, veteran coder Vaughan Young breaks down how different kinds of culling (frustum, occlusion and back face) work -- and how they can be applied to help devs make better games.
Console/PC, Indie, Programming, Design

Video: Lessons learned retrofitting Evolve for accessibility  
by Staff [04.18.17]
At GDC 2017, Gaikai's Tara Voelker breaks down what Turtle Rock learned when it took steps to make the asymmetrical multiplayer shooter more accessible to more players post-launch.
Console/PC, Social/Online, Design, Video, Vault

Get a job: Vicarious Visions is hiring a Lighting Artist  
by Staff [04.18.17]
Vicarious Visions is looking for a Lighting Artist to join its Albany, New York-based team and light levels, characters, and in-game cinematics for the Destiny series.
Console/PC, Art

How Spelunky's designer set out to create complexity with simplicity  
by Alissa McAloon [04.18.17]
The documentary series Noclip interviewed the creators of the procedurally generated platformer Spelunky to find out how the game came to be and what makes it tick.
Console/PC, Indie, Design, Video

Don't Miss: What game devs love about classic LucasArts adventure games 30
by Frank Cifaldi [04.18.17]
Full Throttle is the latest LucasArts classic to see a remaster, so be sure to take a look back at this 2013 feature to find out why many game devs think these adventure games have become timeless.
Console/PC, Design

Blog: Making it up as you go along in The Franz Kafka Videogame
by Gamasutra Community [04.18.17]
The developer behind The Franz Kafka Videogame explains how he defied his previous game studio experience and totally improvised through the course of a game's development.
Console/PC, Indie, Design

The Signal from Tolva: Small team makes a big open world shooter 3
by Chris Priestman [04.18.17]
A series of smart, pragmatic design decisions allowed the tiny team at Big Robot Games to craft the big open world shooter The Signal from Tölva.
Console/PC, Indie, Design, Video

New doc sheds light on how Guerrilla built the world of Horizon: Zero Dawn  
by Alex Wawro [04.17.17]
Over the weekend, Dutch broadcaster VPRO published a 45-minute documentary to YouTube about Dutch studio Guerrilla Games and its work on the remarkably successful open-world game Horizon: Zero Dawn.
Console/PC, Design, Video

Watch devs analyze what works about Breath of the Wild's design  
by Alex Wawro [04.17.17]
Game Informer hosts Campo Santo's Jake Rodkin, 17-Bit's Jake Kazdal, ArenaNet's Aaron Linde & Ghost Story Games' Ken Levine to discuss (in depth!) the design of Nintendo's new Zelda.
Console/PC, Design, Video

Have a peek inside the AI code of Street Fighter II  
by Alex Wawro [04.17.17]
Earlier this year a developer who is reverse-engineering Street Fighter II: The World Warrior published something fellow devs may get a kick out of: a detailed breakdown of how the game's AI works.
Console/PC, Programming

How Blizzard rebuilds Overwatch characters for Heroes of the Storm  
by Bryant Francis [04.17.17]
As Genji leaps into the fray in Heroes of the Storm, we chat with game director Alan Dabiri about the challenges behind importing new characters from other Blizzard games.
Console/PC, Design

The ESA Foundation is offering grants for game dev programs that benefit kids  
by Alissa McAloon [04.17.17]
The ESA Foundation is looking to fund game development projects and programs that have a positive impact on the lives of children between the ages of 7 and 18.