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May 24, 2016
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Blog: The future of game engines and cloud technology 1
by Gamasutra Community [05.24.16]
"What a real-time, cloud-based system provides is a much more streamlined approach to a developers process while greatly enhancing the collaboration and communication among its members."
Console/PC, Smartphone/Tablet, Indie, Programming, Production

Don't stop the presses: A glance at Overwatch's ballooning media coverage  
by Chris Kerr [05.24.16]
Since being announced in November 2014, Blizzards new hero-shooter Overwatch has been covered in the media more just under 27,000 times.
Console/PC, Business/Marketing

CryEngine source code now available on Github  
by Chris Kerr [05.24.16]
Crytek has released CryEngine through Github to make it easier for users to stay up to date with new releases, "as as merging code branches is an area where Git excels."
Programming

Sony expects to sell another 20 million PS4s by March 2017  
by Chris Kerr [05.24.16]
Sony expects to sell 20 million PS4s during this fiscal year, and anticipates thatsales in its Games and Network division willrise by 8.3 percent to 1.68 trillion yen.
Console/PC, Business/Marketing

New insights into the spending patterns of whales  
by Gamasutra Community [05.24.16]
"One of the common misconceptions about whales is that they are indiscriminate spenders who can afford anything offered to them. However, in many cases whales are anything but."
Smartphone/Tablet, Business/Marketing

How to choose the best publisher for your mobile game  
by Gamasutra Community [05.24.16]
"The goal of this article is to provide fellow developers an actionable framework with which they can pursue and evaluate the suitability of different publishers on their business case."
Smartphone/Tablet, Business/Marketing

Freedom through constraints: The design of Michael Brough's Imbroglio 1
by Joel Couture [05.24.16]
From the 7X7 grid of Corrypt and the 6X6 of 868-HACK, Michael Brough's play spaces have continually shrunk.His new game Imbrogliois even more constrained: a4X4 grid. Constraints can be freeing.
Indie, Design

World of Warcraft PvP Gear: A radical rethink, explained 4
by Christian Nutt [05.23.16]
In a new blog post, World of Warcraft senior game designer Brian Holinka outlines a series of changes Blizzard is implementing in PvP gear for its next expansion pack, Legion.
Console/PC, Social/Online, Design

Facebook acquires VR audio startup Two Big Ears, makes tools free  
by Christian Nutt [05.23.16]
Oculus now has an integrated VR audio solution, which will be platform-agnostic and free-to-download.
VR, Console/PC, Audio, Business/Marketing

Skill-based, first-person gambling game coming to Atlantic City casinos 4
by Christian Nutt [05.23.16]
Casino-game startup GameCo has entered into a partnership with 505 Games to put a "first-person action" title into casinos.
Console/PC, Business/Marketing

Get a job: Loot Crate is hiring a Game Producer  
by Staff [05.23.16]
Loot Crate, the Los Angeles-based company that ships monthly boxes of tchotchkes to subscribers, is now looking to hire a game producer to assist it in its nascent game development efforts.
Smartphone/Tablet, Production, Recruitment

Former exec speaks to the risk-averse nature of Disney's game biz  
by Alex Wawro [05.23.16]
Years ago, game industry veteran Alex Seropian served as an executive within Disney's games division. Now, he speaks to TechInsider about how Disney went from embracing game development to abandoning it.
Console/PC, Business/Marketing

A crash-course in game dev: Growing up at Terminal Reality 2
by Gamasutra Community [05.23.16]
"My three years working there in Dallas, TX were some of the most formative with regard to constructing a philosophy around what it means to be a Game Developer. To that end, I'll highlight some key tenets I've incorporated into my work."
Console/PC, Production

Overwatch and Blizzard's efforts to tell stories in a multiplayer shooter 1
by Alex Wawro [05.23.16]
In a recent chat with Rock Paper Shotgun, Overwatch designer Michael Chu speaks to how the game's writers are learning to work with the community in a sort of "cat-and-mouse" game of storytelling.
Console/PC, Social/Online, Design

How Assassin's Creed II's missions use open-world space 3
by Gamasutra Community [05.23.16]
"What I find very cool about the open world in Assassins Creed II is that the world opens up step by step, right up until the very late stages of the game. Its very different from lots of open-world games of today."
Console/PC, Design

Don't Miss: Charting the (re)birth of the hero shooter genre 15
by Alex Wawro [05.23.16]
Why are we suddenly seeing a slew of "hero shooters"? Gamasutra talks to devs on Overwatch, Paragon and Battleborn about tracing the genre back to MOBAs -- and Team Fortress 2.
Console/PC, Social/Online, Design, Production, Business/Marketing

Watch Google devs share lessons learned from VR game prototyping 1
by Alex Wawro [05.23.16]
From VR dogs playing poker to sticking a Vive controller in a watering can, Googlers at I/O give a broad-spectrum breakdown some of the things they've learned from experimenting with VR game design.
VR, Design, Video

Kojima aims to keep his new studio at 100 people or less 2
by Alex Wawro [05.23.16]
The newly-reborn Kojima Productions closed out last year with less than ten staffers, and now as the studio staffs up frontman Hideo Kojima says he intends to cap the venture at 100 people, max.
Console/PC, Business/Marketing

Rethinking the passage of time in RPGs 12
by Gamasutra Community [05.23.16]
"If my three-year-old wants a cup of juice, she wont wait the time it takes to write this sentence, yet the proverbial innkeeper with giant rats in the basement will happily wait an eternity for you to get around to his problem."
Console/PC, Indie, Design

Report: Tencent preparing to take over Clash of Clans developer, Supercell 2
by Chris Kerr [05.23.16]
Chinese internet giant Tencent is in talks with Supercells majority shareholder, SoftBank, about a potential takeover deal.
Smartphone/Tablet, Business/Marketing