Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 25, 2017
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Updates » Console/PC
Crafting the bizarre, off-kilter gameworld of Little Nightmares  
by Chris Priestman [05.17.17]
“We want it to feel like you could almost reach into the rooms and touch things, but maybe also wonder whether you should,” says Little Nightmare's's senior narrative designer Dave Mervik.
Console/PC, Indie, Design

In the name of the algorithm, Valve nerfs Steam Trading Cards  
by Alex Wawro [05.16.17]
As part of its ongoing efforts to revamp Steam, Valve today outlined how the platform's Trading Cards system will be withheld from games until they reach a certain "confidence metric."
Console/PC, Indie, Business/Marketing

Get a job: Sony PlayStation is hiring a Sr. Programmer for VR  
by Staff [05.16.17]
Sony is looking for an ambitious, self-motivated Senior Programmer to help craft unique player experiences as a member of its Virtual Reality team in San Mateo, CA.
VR, Console/PC, Programming, Recruitment

How Prey's designers turned technical limitations into inspiration 3
by Alissa McAloon [05.16.17]
How do developers like Arkane Studios manage their own creative ambitions against the realistic limitations of game development?
Console/PC, Design, Video

Don't Miss: Injustice 2 and the balancing act of adding gear to a fighting game  
by Alex Wawro [05.16.17]
Take a look back at this conversation with Adam Urbano to find out why NetherRealm made anotherĘInjustice and what Urbano has learned about building a balanced, tournament-grade fighting game.
Console/PC, Design

Ubisoft says half of all its sales last year were digital  
by Alissa McAloon [05.16.17]
Both digital and back catalog sales are on the up for Ubisoft according to its latest financial results, with each making up 50 percent and 44.5 percent of its overall sales, respectively.
Console/PC, Business/Marketing

Consumer fatigue? Poor marketing? Paradox explains why Tyranny struggled to hit sales target 9
by Chris Kerr [05.16.17]
"Maybe it's that a lot of nostalgia fed into the initial bubble and that's why it's never gonna hit that peak again."
Console/PC, Business/Marketing

Obituary: Solidus Snake voice actor John Cygan  
by Chris Kerr [05.16.17]
Veteran actor John Cygan, the man Metal Gear fans will remember as the voice of Solidus Snake, has passed away after a long battle with cancer

Sega plans to revive 'major' franchises by 2020 1
by Chris Kerr [05.16.17]
In a new "Road to 2020" corporate presentation, the company outlined a number of business strategies it believes will boost revenue in the long-run.
Console/PC, Business/Marketing

Obituary: Arcana Heart developer Tohru Sakurai  
by Alex Wawro [05.15.17]
Word is spreading today that writer and game developer Tohru Sakurai, best known in the game industry for his work on the Arcana Heart fighting games, has passed away.
Console/PC, Business/Marketing

Video: Building Beauclair for The Witcher 3's Blood and Wine DLC  
by Staff [05.15.17]
At GDC 2017 CD Projekt Red's Kacper Niepokolczycki breaks down the process of creating the digital city of Beauclair, capital city of The Witcher 3: Wild Hunt's Blood & Wine DLC.
Console/PC, Art, Design, Video, Vault

Get a job: Blue Isle Studios is hiring a Gameplay Programmer 1
by Staff [05.15.17]
Blue Isle Studios is seeking a talented and enthusiastic gameplay programmer to build open world multiplayer games as a member of its team in Toronto.
Console/PC, Programming

Don't Miss: Tactical level design - Understanding space in games 16
by Luke McMillan [05.15.17]
PhD and game educator McMillan examines how POV affects players, showcasing a variety of gameplay scenarios and different tactical choices players may be confronted with in this timeless 2012 feature.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

The 'unstructured, creative process' that brought Inside to life  
by Alissa McAloon [05.15.17]
Artist Jeremy Petreman dives into why Playdead favors creative flow over structured creation, and how that unique outlook informed the decisions behind Inside.
Console/PC, Indie, Art, Design, Production

Prey designer Ricardo Bare explains why diverse characters matter 5
by Chris Kerr [05.15.17]
"As a game developer and a writer, it's just interesting to learn about people that aren't like myself and do the best that I can to put those kinds of people in the game."
Console/PC, Design, Video

5 design lessons 90s-style shooter Strafe cribs from classic games 1
by Alan Bradley [05.15.17]
Pixel Titans' new game Strafe looks like a retro shooter straight out of 1996. But beneath the chunky low-poly graphics, the game is a unique and original synthesis of classic game styles and mechanics.
Console/PC, Indie, Design

Video Game Deep Cuts: Phoenix Point's Typeshift Prophet  
by Gamasutra Staff [05.14.17]
This week's Video Game Deep Cuts longform articles/videos include Julian Gollop on Phoenix Point, the making of Typeshift & the SteamProphet contest.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Dan Ayoub departs Halo dev 343 Industries  
by Alissa McAloon [05.12.17]
The longtime Halo developer has left his post at 343 Industries in favor of a new position at Microsoft with mixed reality and educational tech.
VR, Console/PC, Business/Marketing

Get some design advice from Prey lead designer Ricardo Bare 1
by Bryant Francis [05.12.17]
We chatted with Prey lead designer Bare about designing immersive simulations for a full hour, and now you can reap the benefits of our conversation.
Console/PC, Design, Video

Get a job: Telltale Games is hiring a UI Artist  
by Staff [05.12.17]
Telltale Games is looking for an UI Artist with an understanding of traditional graphic design, 3D modeling, animation, game design, and some programming to join its studio in San Rafael, CA.
Console/PC, Art, Recruitment