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December 4, 2016
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Updates » Console/PC
Ubisoft opens fourth Eastern European studio in Belgrade, Serbia  
by Alissa McAloon [11.17.16]
Ubisoft Belgrade's staff of fifteen is currently collaborating with studios in Kiev and Paris on Tom Clancy's Ghost Recon Wildlands, and the company plans to employ up to 40 people in the coming year.
Console/PC, Programming, Production

NBA 2K17 offering in-game rewards to Fitbit users  
by Chris Kerr [11.17.16]
Developer 2K has come up with a unique way of encouraging NBA 2K17 players to get out and be more active. 
Console/PC, Business/Marketing

How do you get players to finish your game? D4 director Swery explains 1
by Brandon Sheffield [11.17.16]
"If you give players too much information, the game design isn't challenging, and just becomes an operation they do as you prod them."
Console/PC, Design, Production

Understanding Titanfall 2's 'action block' level prototyping process 2
by Alex Wawro [11.16.16]
"We say, 'Don't get attached to this, because it might go nowhere, but go make something,'" Respawn boss Vince Zampella told Glixel. "Take a week, take a few days to make something fun.'"
Console/PC, Design

C64 game musician Rob Hubbard recognized with honorary degree 5
by Alex Wawro [11.16.16]
Abertay University in Dundee, Scotland will be recognizing notable public figures with honorary degrees next Friday, including veteran game industry musician Rob Hubbard.
Console/PC, Audio

After 8 years on Devil's Third, Itakagi reminds devs to 'never give up'  
by Alex Wawro [11.16.16]
"Never give up," says veteran dev Tomonobu Itakagi after 8 years making Devil's Third. "If you don't give up, you will find supporters who will help you. I think you can see that from this story."
Console/PC, Production

How does Dishonored 2 make failing interesting?  
by Bryant Francis [11.16.16]
If you fail to kill a drunken whaler, you at least may be able to lure him and his friends into an improvised-yet-satisfying trap.
Console/PC, Design, Video

Video: Tools and techniques for writing better non-linear game narratives  
by Staff [11.16.16]
Choice. Consequence. Complicity. These, according to former Failbetter chief Alexis Kennedy, are key to writing great narratives for non-linear games, as he explains in this GDC 2016 talk.
Console/PC, Indie, Design, Video, Vault

Get a job: Bethesda Softworks is hiring a Graphics Programmer  
by Staff [11.16.16]
Bethesda Softworks is seeking a Graphics Programmer experienced in C++ to create clear and functional code, create and manage custom shaders, and deliver high-quality work in Rockville, Maryland.
Console/PC, Programming, Recruitment

Microsoft joins The Linux Foundation at highest membership tier 1
by Alissa McAloon [11.16.16]
Microsoft announced its support for the open-source platform by becoming a member of the nonprofit technology group at the $500,000 per year membership level.
Console/PC, Business/Marketing

EA CEO predicts a more immersive and connected future for video games 2
by Alissa McAloon [11.16.16]
"This world where games and life start to blend I think really comes into play in the not-too-distant future." Andrew Wilson believes games and technology are becoming more connected than ever.
VR, Console/PC, Design, Business/Marketing

Don't Miss: Miyamoto suggests developers create their first level last 21
by Staff [11.16.16]
In a 1989 interview, Shigeru Miyamoto discusses how his team dealt with difficulty while designing the dungeons for Dragon Quest, and how creating the first level last helps keep a game grounded.
Console/PC, Design

The Game Awards lists Titanfall 2 and Overwatch among 2016 GOTY nominees  
by Alissa McAloon [11.16.16]
The third annual Game Awards kick off just a few short weeks from today, with games like Uncharted 4, Inside, and Overwatch competing for the Game of the Year award.
Console/PC, Indie, Business/Marketing

Watch Gamasutra play Dishonored 2 today at 3PM EST  
by Bryant Francis [11.16.16]
We're going to finally answer the question---what DO you do with a drunken whaler?
Console/PC, Design, Video

Submit your weird prototypes to the GDC 2017 Experimental Gameplay Workshop!  
by Staff [11.16.16]
The folks behind GDC 2017's Experimental Gameplay Workshop are calling for submissions of your interesting new (and playable!) video game prototypes. The more intriguing and experimental, the better!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

At GDC 2017, a Madden dev shares tips on making your game more accessible  
by Staff [11.16.16]
At GDC 2017 EA Sports' own Karen Stevens will break down, in practical terms, exactly how (and why) you can make your game more accessible, citing examples from Madden NFL 17.
Console/PC, Design, GDC

EA introduces new transparency rules for YouTubers and streamers  
by Chris Kerr [11.16.16]
EA is doubling down on transparency by making sure any content creator it works with fully discloses sponsored content. 
Console/PC, Business/Marketing

Game Design Deep Dive: Forza Horizon 3's online co-op multiplayer 1
by Grant Orban [11.16.16]
Playground Games designer Grant Orban describes the challenges in designing Forza Horizon 3's smooth-as-silk online co-op multiplayer campaign.
Console/PC, Programming, Design, Video, Deep Dive

Miyamoto remembers how the idea for 'small Mario' was born  
by Alex Wawro [11.15.16]
"Nakago-san said, 'Wait a minute. Wouldn't it be fun to have a small Mario, too?'" Miyamoto recalls. "That would be a brand-new game mechanic, and we decided to go with it right away in that meeting."
Console/PC, Design, History

Have a look at Nintendo's reprints of 30+ NES/Famicom game manuals 1
by Alex Wawro [11.15.16]
Nintendo launched its NES Mini 30-game console last week, and rather than try to cram 30 manuals in the box the company has gone ahead and published them online for everyone to check out.
Console/PC, History