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March 1, 2017
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Updates » Console/PC
Q&A: Creating the defiantly retro Double Dragon IV 1
by Jon Irwin [02.20.17]
The makers of the classic 1987 arcade brawler Double Dragon reunited to create a sequel that looks and plays exactly like earlier entries in the series. They discuss their retro revival with us.
Console/PC, Indie, Art, Design, Video

Video Game Deep Cuts: A Loom-ing Night In The Woods  
by Gamasutra Staff [02.19.17]
This week's Video Game Deep Cuts include everything from A Night In The Woods' cartoon realism to a history of Loom, and much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

Gabe Newell discusses the downsides of working at Valve 27
by Alex Wawro [02.17.17]
"There are plenty of great developers for whom this is a terrible place to work," Newell said. "People at Valve have to get used to working without a safety net."
Console/PC, Production

Why there are 'no shortcuts' to making people care about your game's characters 3
by Bryant Francis [02.17.17]
Learn how you can put trust in your players to grow attached with your characters at this year's GDC.
Console/PC, Design, Video

Get cutting-edge graphics tips from Nvidia, Ubisoft and more at GDC 2017  
by Staff [02.17.17]
GDC 2017 organizers are offering an early look today at the scope and ambitions of the Advanced Graphics Techniques Tutorial Day that will help kick off the conference later this month.
VR, Console/PC, Programming, Art

Ask Mafia III's Harrison Pink about writing great characters at 3PM EST  
by Bryant Francis [02.17.17]
If you have questions about how to get players attached to your game's characters, we're chatting with Hangar 13 game developer Harrison Pink today at 3PM EST.
Console/PC, Design, Video

Valve patches major Team Fortress 2 bug after a decade  
by Chris Kerr [02.17.17]
Valve has finally patched a 10-yea-old Team Fortress 2 bug that caused client and server hitboxes to fall out of sync. 
Console/PC, Production, Video

Blog: Dissecting the horror of Far Cry 2 3
by Gamasutra Community [02.17.17]
Some thoughts on how narrative and design elements in Far Cry 2 come together to create a very powerful experience.
Console/PC, Design

Road to the IGF: The Molasses Flood's The Flame in the Flood  
by Joel Couture [02.17.17]
The Flame in the Flood takes players on a river raft journey across the backwaters of a post-societal USA, tasking them with surviving the wildlife, natural disasters, and rapids of their journey.
Console/PC, Indie, Art, Design, Video, IGF

Alt.Ctrl.GDC Showcase: Studio Bruyant's Super Brin  
by Joel Couture [02.17.17]
Super Brin will have the player throwing a ball to hit targets. That throw begins in the real world, and the properties of that throw then shift into the digital space of the game. 
Console/PC, Indie, Design, Video

Devs discuss the history and the future of so-called 'walking sims' 20
by Jon Irwin [02.17.17]
We talk to developers from Variable State, Fullbright, Chinese Room, and Campo Santo about the past and future of the walking sim genre. For starters, what do they think of the phrase "walking sim?"
Console/PC, Indie, Art, Design

How to make game development meetings more productive 2
by Bryant Francis [02.16.17]
Meetings don't have to feel like a black hole of productivity. Riot Games' Juliet Nuzzo shared with us how to be frank and honest about meetings that hurt more than they help.
Console/PC, Production, Video

Video: Improving our games through subversive diversity  
by Staff [02.16.17]
Game devs Catt Small and Shawn Alexander Allen take the stage at GDC 2016 to talk about how you can create more diverse and inclusive games, and why that's a valuable thing you should be doing.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Video, Vault

Get a job: Cold Iron Studios is hiring a Senior Game Programmer  
by Staff [02.16.17]
Cold Iron Studios is on the hunt for an experienced Senior Game Programmer to work on architecture, implementation of systems, and more for a new Unreal Engine 4 project in Santa Clara, California.
Console/PC, Programming, Recruitment

An AI watchdog could be the solution to Counter-Strike's cheater problem  
by Alissa McAloon [02.16.17]
Early versions of AI agents trained to identify cheating Counter-Strike: Global Offensive players are already showing promising results, says Valve.
Console/PC, Social/Online, Programming

Step up your teaching game by attending GDC 2017's Education Summit  
by Staff [02.16.17]
Don't miss out on these great education-focused talks that will be taking place during the Education Summit at GDC 2017 later this month!
Console/PC, Indie, Serious, GDC

Don't Miss: How to train players right, so they don't hate learning to play 13
by Mike Stout [02.16.17]
Designer Mike Stout takes a look at examples of in-game training that skip the boring tutorials and teach players the rules of the game by letting them play the game.
Console/PC, Design

Nintendo might not have flourished without help from the Yakuza  
by Alissa McAloon [02.16.17]
A recent video from Eurogamer takes a deeper look at Nintendo’s origins as a playing card company and how the Yakuza and illegal gambling rings helped the company survive.
Console/PC, Video

Attend GDC 2017 and study how arcade culture has shaped eSports today  
by Staff [02.16.17]
Tom Cannon, cofounder of Radiant Entertainment and, the Evolution Championship Series (EVO) fighting game tourney, is coming to GDC 2017 to talk about how competitive game design influences players.
Console/PC, Social/Online, GDC

Blog: A design discussion - Bloodborne vs Dark Souls 3 1
by Gamasutra Community [02.16.17]
From Software has been refining their action RPG design to a tee, and it's now time to break down two of their biggest hits.
Console/PC, Design