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February 13, 2016
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February 13, 2016
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Updates » Console/PC
Blog: Why are RPGs so hard to classify? 19
by Gamasutra Community [02.08.16]
"I've decided to sit down and rant a bit on why it's so hard to define this genre, and also why it's a genre that sometimes end restricting its games. Some of it will be obvious, but I hope to offer some decent insights."
Console/PC, Design

GDC: See how Paradox balances historical accuracy with good game design  
by Staff [02.08.16]
Paradox Interactive senior game designer Chris King is going to delve into the tricky balancing act that comes with making games about historical events at GDC 2016. Don't miss it!
Console/PC, Design, GDC

Daigo 'The Beast' Umehara gets nostalgic on Street Fighter II's 25th anniversary  
by Chris Baker [02.08.16]
"Street Fighter II enthralled me just as it did to so many others. If there had been no SF2, I would not have been here today as a pro gamer."
Console/PC, Design, Business/Marketing, History

Twitch's top 10 for 2015: League of Legends cracks 1 billion hours watched  
by Gamasutra Community [02.08.16]
"Four PC games, League of Legends, Counter-Strike: Global Offensive, DotA 2 and Hearthstone, are literally dwarfing the competition on Twitch."
Console/PC, Social/Online, Business/Marketing

Blog: Austin's secret histories 3
by Gamasutra Community [02.08.16]
"I'm fascinated by all the things that lead up to people making up pastimes, toys and time-wasters generally referred to as 'games.' That includes where they live, who they associate with, how they regard themselves and each other."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Maximizing game YouTube-ability with camera jitter 2
by Gamasutra Community [02.08.16]
"We all want to make games played by YouTubers. That’s only reasonable, given the role that YouTube has in game publicity in 2016. But what technical and aesthetic choices can we make to get the most out of their play sessions?"
Console/PC, Indie, Programming

Why I trust Valve's judgment on seasonal sales 11
by Gamasutra Community [02.08.16]
Defender's Quest developer Lars Doucet on what Valve's getting right: "The games you see on your front page now depend mostly on you. And that's as it should be."
Console/PC, Indie, Business/Marketing

5 production secrets from Sunless Sea and Fallen London's head writer 3
by Gamasutra Community [02.05.16]
"I manage our in-house content team and cabal of freelancers who create the stories for Sunless Sea, Fallen London, Dragon Age: the Last Court, and our other projects. I'm still finding my feet! But here's five things I've learned so far."
Console/PC, Indie, Design, Production

Humble Bundle is now funding development of 'Humble Original' games 3
by Alex Wawro [02.05.16]
Humble Monthly, the "book club for games," is now reaching over 70k subscribers and generating enough revenue for the company to fund development of new games for those same subscribers.
Console/PC, Business/Marketing

Don't Miss: The art direction autopsy of Firaxis' XCOM  
by Staff [02.05.16]
At GDC 2013, XCOM: Enemy Unknown art director Greg Foertsch digs into the art design process of doing a big-budget remake of a seminal title like the original X-COM: UFO Defense.
Console/PC, Art

One becomes two as Daybreak splits H1Z1 into a pair of $20 games  
by Alex Wawro [02.05.16]
Daybreak Game Company intends to shave off a piece of its Early Access multiplayer survival game H1Z1 and sell it as a separate game, multiplayer shooter H1Z1: King of the Kill, on Steam and consoles later this year. 
Console/PC, Business/Marketing

Todd Howard will receive a Lifetime Achievement Award at GDC 2016 1
by Staff [02.05.16]
Prominent Elder Scrolls series director Todd Howard will be honored with a Lifetime Achievement Award during the Game Developers Choice Awards at GDC 2016, presented by Robin Hunicke.
Console/PC, Business/Marketing, GDC

Classic Postmortem: Ironclad/Stardock's Sins of a Solar Empire 4
by Blair Fraser and Brad Wardell [02.05.16]
The scifi RTS was released eight years ago today. Ironclad's Blair Fraser and Stardock's Brad Wardell wrote this in-depth postmortem on the game's development back in 2008.
Console/PC, Indie, Design, Production, Business/Marketing

Is League of Legends the world's greatest game? 24
by Gamasutra Community [02.05.16]
Designer Keith Burgun explains what makes the massively popular free-to-play MOBA tick: "It embraces ... the best, most modern attempt at modern strategy game design."
Console/PC, Social/Online, Design

GDC 2016: See how the striking look of Mirror's Edge: Catalyst was achieved  
by Staff [02.05.16]
GDC is almost here, and organizers would like to let you know about a talk from EA DICE senior lighting artist Fabien Christin on how the studio is creating the unique look of Mirror's Edge: Catalyst.
Console/PC, Programming, Art, GDC

The strengths and weaknesses of episodic games 4
by Gamasutra Community [02.05.16]
The third installment in Pascal Luban's series on episodic games. "I believe in the potential of episodic games because they allow us to enrich games with quality storytelling and that brings a new experience to gamers."
Console/PC, Smartphone/Tablet, Design

Sega Sammy profits up despite faltering video game sales  
by Chris Kerr [02.05.16]
Japanese entertainment outfit Sega Sammy has posted its financials for the nine month period ending December 31, 2015, with the company returning to profit despite stuttering game sales. 
Console/PC, Business/Marketing

The 25-year legacy of Street Fighter II, in the words of the experts 5
by Chris Baker [02.05.16]
What is the lasting legacy of Street Fighter II? We asked the designers of SFV, Guilty Gear, Dead or Alive, Skullgirls, Aztez, Divekick, Yomi, and many other luminaries of the fighting game scene.
Console/PC, Design, Business/Marketing, History

Blog: Good AI is predictable 11
by Gamasutra Community [02.05.16]
"I believe that the purpose of AI is to engage the player, not simply to challenge. We have defined good AI as 'difficult to defeat,' when I believe a better definition is 'interesting to deal with.'"
Console/PC, Indie, Design

Nintendo's 'Quality of Life' product initiative put on ice  
by Christian Nutt [02.04.16]
"... we do not have the conviction that the sleep-and-fatigue-themed [device] can enter the phase of actually becoming a product," says Nintendo president Tatsumi Kimishima.
Console/PC, Business/Marketing