Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
February 21, 2017
arrowPress Releases






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


Making Psychonauts humor work in VR -- without making people sick  
by Alex Wawro [02.21.17]
"There's a million little things that the team learned," says Tim Schafer, joined by Rhombus lead Chad Dawson. "Like I learned that it's not as fun to look behind you as I thought it was going to be."
VR, Design, Production

These are your 'Best In Play' winners for GDC Play 2017!  
by Staff [02.20.17]
GDC organizers have revealed the 'Best in Play' awards for exhibitors in the on-site GDC Play 2017 event, honoring remarkable games like Beholder and Far: Lone Sails!
Indie, Business/Marketing, GDC

Blog: Female gamers want to kill you, just not with guns 8
by Gamasutra Community [02.20.17]
Survey data on gamer preferences in thematic setting and weapon choice. When it comes to killing things, female gamers are more selective about the weapons they use.
Design

Learn level design tricks from an Arkane designer at GDC 2017!  
by Staff [02.20.17]
Arkane's own Steve Lee, a level designer on Dishonored 2, will be giving a fantastic talk on holistic level design as part of the GDC 2017 Level Design Workshop.
Console/PC, Design, GDC

Blog: It was all for love - The Evangeline postmortem 1
by Gamasutra Community [02.20.17]
In this post, Nicholas Laborde, video game "business guy" and founder of Raconteur Games, recounts the development of a game about life, love, and loss.
Design, Production

Grandia creators discuss the importance of compelling characters  
by Chris Kerr [02.20.17]
The team over at Shmuplations have dug up and translated another vintage game dev interview, this time featuring the creators behind classic RPG, Grandia
Console/PC, Design, Production

Blog: Analytics and KPIs - Marketing for video games 1
by Gamasutra Community [02.20.17]
Here's how a business analyst uses metrics to map out opportunities in the game industry.
Business/Marketing

Todd Howard talks the pros and cons of bringing Fallout to VR  
by Chris Kerr [02.20.17]
"I will say that Fallout works because of the interface. The Pip-Boy is on your wrist and we've been able to present so that it works the way you expect."
VR, Production

Alt.Ctrl.GDC Showcase: Student project Zombie Crawler  
by Joel Couture [02.20.17]
In Zombie Crawler, players become the creeping dead, using their hands on a custom designed treadmill to pull themselves toward a human victim.
Console/PC, Indie, Design, Production, Video

Q&A: Creating the defiantly retro Double Dragon IV  
by Jon Irwin [02.20.17]
The makers of the classic 1987 arcade brawler Double Dragon reunited to create a sequel that looks and plays exactly like earlier entries in the series. They discuss their retro revival with us.
Console/PC, Indie, Art, Design, Video

Blog: The indie's guide to surviving events  
by Gamasutra Community [02.20.17]
Whether you're looking for feedback, exposure, press or just dev chit-chat, leaving your office for a few days might be good for you. Here's some tips to follow if you plan on doing just that.
Business/Marketing

Video Game Deep Cuts: A Loom-ing Night In The Woods  
by Gamasutra Staff [02.19.17]
This week's Video Game Deep Cuts include everything from A Night In The Woods' cartoon realism to a history of Loom, and much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

Gabe Newell discusses the downsides of working at Valve 24
by Alex Wawro [02.17.17]
"There are plenty of great developers for whom this is a terrible place to work," Newell said. "People at Valve have to get used to working without a safety net."
Console/PC, Production

Blog: Building a scalable online game with Azure, part 1 8
by Gamasutra Community [02.17.17]
In this blog series, I'm walking you through the basics of getting your gaming backend up and running in the cloud and storing your player data in a scalable cloud storage.
Design, Production

Why there are 'no shortcuts' to making people care about your game's characters 2
by Bryant Francis [02.17.17]
Learn how you can put trust in your players to grow attached with your characters at this year's GDC.
Console/PC, Design, Video

Get a job: Skydance Interactive is hiring a 3D Artist  
by Staff [02.17.17]
Skydance Interactive is looking for a talented 3D Artist to work on both character and environment pieces for the multiplayer FPS, PWND.
Art, Recruitment

What can game devs do to revitalize the roleplaying game genre? 7
by Alissa McAloon [02.17.17]
Roleplaying games have come a long way in the past decade alone, but some developers believe that the genre needs to keep innovating if it’s to reach its full potential.
Design

Don't Miss: Teaching players without using words 11
by Max Pears [02.17.17]
In this 2016 blog post, Ubisoft technical level designer Max Pears explores different methods of explaining game mechanics to players without writing explicit, wordy instructions into a game.
Design

Longtime Valve writer Erik Wolpaw leaves company 2
by Kris Graft [02.17.17]
Erik Wolpaw, best known as one of the more prominent writers at Half-Life and Steam house Valve Software, is leaving the company.
Design, Business/Marketing

Paradox set to eye 'interesting acquisitions' following strong 4th quarter  
by Alissa McAloon [02.17.17]
The publisher closed out the fourth quarter of its fiscal year with steady increases in both revenue and operating profit, leaving the company in a position to take on new investments and acquisitions.
Business/Marketing