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June 26, 2017
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Updates » Console/PC
What happened when these ex-Thief & Half-Life devs jumped to Early Access  
by Bryant Francis [06.02.17]
Here's what happens when a group of developers known for their work on triple-A games make the jump to Early Access.
Console/PC, Design, Video

How do game devs feel about Steam Direct's $100 fee? 6
by Alissa McAloon [06.02.17]
Valve slapped a price tag on self-publishing games through Steam Direct, its Greenlight replacement, today but how is the game development community taking to the news?
Console/PC, Business/Marketing

Why Game Freak encourages dev-pitched, non-Pokemon projects  
by Alissa McAloon [06.02.17]
Kotaku takes a look at Game Freak's internal Gear Project and why the company encourages its devs to pitch, prototype, and develop their own games ideas on company time.
Console/PC, Design, Production

Don't Miss: Tekken's Harada reveals the roots of this seminal series' systems 7
by Staff [06.02.17]
Take a look back at this chat with Tekken director Katsuhiro Harada on the origins of the series' limb-based combat system, its plan to visually one-up Virtua Fighter, and its iconic floaty physics.
Console/PC, Art, Design

Chat with the ex-Thief & Half-Life devs making Rokh at 3PM EDT  
by Bryant Francis [06.02.17]
We take a trip to the red planet and chat with the developers behind Rokh about how their previous development experience drove them to go Early Access.
Console/PC, Design, Production, Video

Valve will charge devs $100 to publish games through Steam Direct 22
by Chris Kerr [06.02.17]
Update "Our internal thinking beforehand had us hovering around the $500 mark, but the community conversation really challenged us to justify why the fee wasn't as low as possible."
Console/PC, Business/Marketing

Nintendo Switch online service delayed until 2018  
by Chris Kerr [06.02.17]
The Nintendo Switch's premium online service won't be arriving this autumn, with Nintendo choosing to delay the launch until 2018.
Console/PC, Business/Marketing

Design Q&A: Crafting the heroes of Blizzard's Heroes of the Storm 1
by Bryant Francis [06.02.17]
On the second anniversary of the release of Heroes of the Storm, lead hero designer Kent-Erik Hagman talks us through the creation of some of the most memorable characters in Blizzard's unique MOBA.
Console/PC, Design

Oblivion's lead designer shares the secret sauce behind its success 2
by Bryant Francis [06.01.17]
We sat down with The Elder Scrolls IV: Oblivion lead designer Ken Rolston to talk about his work on the Elder Scrolls series, and how he thinks good RPGs are made.
Console/PC, Design, Video

Making your own engine shouldn't be seen as scary or crazy, says Thumper dev 2
by Alissa McAloon [06.01.17]
Thumper co-creator Marc Flury shares his experience creating a game engine and talks about why he believes programming curriculum is partly responsible for scaring devs away from doing the same.
VR, Console/PC, Indie, Programming

Don't Miss: Cheating Death - Accommodating player failure and recovery 4
by Staff [06.01.17]
For this classic 2015 feature, we sat down with Clint Hocking, Chris Avellone and Michael De Plater to talk about the convention of player death as a fail state, and what happens when you move past it.
Console/PC, Indie, Design, Production

Microsoft's Netflix-like subscription service, Xbox Game Pass, is now live  
by Alissa McAloon [06.01.17]
The service opens up a library of over 100 Xbox One and backward compatible Xbox 360 games to monthly subscribers.
Console/PC, Business/Marketing

Join us as we play Oblivion with lead designer Ken Rolston today at 3 PM ET!  
by Alex Wawro [06.01.17]
Veteran game designer Ken Rolston joins us today as we continue our look back at Bethesda Game Studios' 2006 game†The Elder Scrolls IV: Oblivion at 12 PM PT/ 3 PM ET on†the Gamasutra Twitch channel!
Console/PC, Design, Production, Video

Square Enix working with Bulletstorm dev on new AAA project  
by Chris Kerr [06.01.17]
Final Fantasy creator Square Enix is working on a new triple-A title with Bulletstorm developer, People Can Fly.†
Console/PC, Production, Business/Marketing

Fostering VR teamwork in 4-player Star Trek Bridge Crew 1
by Phil Hornshaw [06.01.17]
Red Stormís major design consideration was finding a balance between giving players enough information to make them individually effective, but still reliant on each other to get their jobs done.
VR, Console/PC, Design, Video

Video: Practical procedural generation for everyone  
by Staff [05.31.17]
At GDC 2017 Tracery creator Kate Compton shares advice on how even proc-gen novices can build an algorithm powerful enough to make good stuff, yet flexible enough to adapt to your evolving dev needs.
Console/PC, Indie, Production, Video, Vault

Blog: Analyzing the RTS design choices of Company of Heroes 2
by Gamasutra Community [05.31.17]
Blendo Games founder Brendon Chung takes an in-depth look at the design choices behind Relic's popular RTS, Company of Heroes.
Console/PC, Design

The Pokemon Company massively increased its net profit last year  
by Alissa McAloon [05.31.17]
The Pokemon Company released a small taste of its financial results for the past fiscal year to reveal a year-over-year increase in net profit of over 2000 percent.
Console/PC, Smartphone/Tablet, Business/Marketing

Don't Miss: 7 games with great learning curves that all developers should study 13
by Staff [05.31.17]
Which games offer a masterclass in how to design a well-shaped learning curve? Corey Davis of Psyonix, Chris Bourassa of Red Hook, and Global Game Jame co-founder Ian Schreiber weigh in.
Console/PC, Indie, Design

Klang Games nets additional funding for its SpatialOS-powered MMO, Seed 2
by Alissa McAloon [05.31.17]
Along with the cash infusion, Klang Games has brought a Harvard Law professor into the development fold to help craft the in-game political structure fueling Seed's multiplayer landscape.
Console/PC, Social/Online, Business/Marketing