Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
June 28, 2016
arrowPress Releases
June 28, 2016
PR Newswire
View All






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


Updates » Console/PC
Mafia 3 and the value of putting game developers in a box 1
by Alex Wawro [06.17.16]
Sometimes, maybe the best thing you can do as a developer is box yourself in. That's one takeawy from this chat with Hangar 13's Haden Blackman about lessons learned in making a new Mafia game.
Console/PC, Design, Production, E3

Twitter tags Zelda as the 'most talked about' game during E3  
by Alex Wawro [06.16.16]
While this is more of a fun data point than a particularly useful insight, it does give credence (at least, if you care about Twitter mentions) to Nintendo's Zelda-centric marketing strategy for E3
Console/PC, Indie, Business/Marketing, E3

Unity tweaks its pricing scheme in the wake of dev complaints 5
by Alex Wawro [06.16.16]
Unity Technologies has made some changes to the new pricing scheme it launched last month due to complaints from its community that the new model can be too expensive for select Unity developers.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Sony is the real winner of E3 2016, says Facebook data  
by Chris Kerr [06.16.16]
With E3 more or less done and dusted for another year, Facebook has teamed up with analytics outfit Pulsar to answer that all important question: who won the conference war?
Console/PC, Business/Marketing, E3

Allison Road scrapped after Team17 and Lilith end partnership  
by Chris Kerr [06.16.16]
"After a long consideration between Team17 and ourselves, we have reached a mutual agreement to end our collaboration on publishing Allison Road under Team17's Games label."
Console/PC, Business/Marketing

Michael Bay to create cinematic VR with The Rogue Initiative  
by Chris Kerr [06.16.16]
"I’ve enjoyed a longstanding relationship with Mr. Bay and couldn’t be more excited to work with him and truly leverage his unique vision and incredible depth of experience to this amazing new medium."
VR, Console/PC, Business/Marketing

Blog: Debating limited time content in games 1
by Gamasutra Community [06.16.16]
Here's a look at the pros and cons of using limited-time content as a form of marketing a game.
Console/PC, Social/Online

How emotional psychology and The Goonies inspired Sea of Thieves 6
by Kris Graft [06.16.16]
"We're not a realistic sailing game, we're not a realistic pirate game. We're trying to build this pirate fantasy which delivers on the romance and the sense of adventure."
Console/PC, Design, Video

Deck-building mechanics meet brawler in Absolver  
by Kris Graft [06.15.16]
One of the most interesting fighting games I've ever played is in development by a somewhat unlikely group: ex-Ubisoft developers who've spent the last several years making shooting games like Ghost Recon.
Console/PC, Design, E3

Q&A: Injustice 2 and the balancing act of adding gear to a fighting game  
by Alex Wawro [06.15.16]
At E3 NetherRealm's Adam Urbano chats with Gamasutra a bit about why, exactly, NetherRealm is making another Injustice and what he's learned about building a balanced, tournament-grade fighting game.
Console/PC, Design, E3

Obituary: Rumble Roses character designer Shiro Kotobuki  
by Staff [06.15.16]
Gamasutra has learned that Hiroshi Kobayashi, the Japanese artist best known for his work designing characters in the Rumble Roses games under the name Shiro Kotobuki, has passed away.
Console/PC, Art

Sony boss on holding back the PlayStation Neo and Microsoft's surprising reveal  
by Chris Kerr [06.15.16]
"From past experience, the worst thing you can do is disappoint [consumers] and pull the rug away from people."
Console/PC, Business/Marketing, E3

Xbox One mouse and keyboard support only 'months away' 3
by Chris Kerr [06.15.16]
"When we enable PC and mouse on console it'll be interesting to see how many of those creators think about running their PC and mouse-only game on console."
Console/PC, Production, E3

Overwatch player count hits 10 million after three weeks 3
by Chris Kerr [06.15.16]
Over 10 million players have flocked to play Blizzard's online hero-shooter, Overwatch, since the game launched on May 24.
Console/PC, Business/Marketing

Blog: A simple 10 minute UI litmus test 4
by Gamasutra Community [06.15.16]
Some tips and tricks for gauging the effectiveness of your UI through a simulated experience of a new user.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Postmortem: Dinosaur Polo Club's Mini Metro Exclusive 8
by Peter Curry [06.15.16]
"I initially saw Mini Metro as an opportunity to have an iPad app under my belt and a little pocket money. My brother Peter saw it as potentially leading to a career as an independent game developer."
Console/PC, Indie, Audio, Design, Production, Business/Marketing, Exclusive, Video

Microsoft says 'no' to the notion of Scorpio-exclusive Xbox games 6
by Alex Wawro [06.14.16]
As E3 2016 putters along, Microsoft executive Aaron Greenberg responds to people questioning whether or not some games might be exclusive to Microsoft's more powerful "Scorpio" Xbox with "no."
Console/PC, Business/Marketing, E3

Video game pioneer Ralph Baer's desk has become a museum exhibit 6
by Alex Wawro [06.14.16]
Video game history buffs have finished installing the desk of Ralph Baer, widely credited as the "father of video games", at the Strong Museum of Play in Rochester, New York.
Console/PC

Xbox boss Phil Spencer on Scorpio and the future of console cycles  
by Chris Kerr [06.14.16]
"Consumer expectation is that, if you wanted to, you could go buy a new cell phone every year. I don’t want to get into that mode with a console."
Console/PC, Business/Marketing, E3

Postmortem: Paradox Development Studio's Stellaris 4
by Henrik Fåhraeus & Rikard Åslund [06.14.16]
Game director Henrik Fåhraeus and project lead Rikard Åslund take us through the making of Paradox Development Studio's epic 4X space strategy game Stellaris
Console/PC, Indie, Programming, Art, Design, Production, Video