Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 22, 2017
arrowPress Releases

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

Teaching players without tutorials in Kingdoms and Castles  
by Joel Couture [08.22.17]
"The game doesn't have a formal tutorial, so, we try to make everything as obvious and accessible as possible. It starts with two basic problems that need to be solved: homelessness and hunger."
Console/PC, Indie, Design, Video

To attract more players, Horizon Zero Dawn adds easier 'story' mode 2
by Bryant Francis [08.21.17]
In a win for general accessibility, Guerrilla Games has patched in a new game mode that drives down Horizon Zero Dawn's difficulty.
Console/PC, Design

The Dawn of War developers are making a new Age of Empires game  
by Bryant Francis [08.21.17]
Once again, Microsoft is turning to a Sega-owned strategy game company to produce a strategy game sequel.
Console/PC, Production

Video: Polishing your indie game to shine bright like a diamond  
by Staff [08.21.17]
What's the right way to polish your indie game? Thomas Was Alone creator Mike Bithell shares some tips for making sure your game stands out from the crowd.
Console/PC, Video

Opinion: Exploring feminist game design in role-playing book #Feminism 1
by Katherine Cross [08.21.17]
#Feminism: A Nano-Game Anthology is a collection of 34 short RPG experiences. The collection demonstrates the similarity between feminism as an academic lens and feminism as a game design method.
Console/PC, Indie, Design

Get a job: Join Pixelberry Studios as a Product Manager  
by Staff [08.21.17]
Pixelberry Studios is looking for a talented Product Manager to help it make data-driven improvements to its mobile game, Choices: Stories You Play.
Smartphone/Tablet, Production, Recruitment

Sony put the kibosh on cross-console play, says Ark: Survival Evolved dev 1
by Alissa McAloon [08.21.17]
Though the dev team has it working internally, Ark: Survival Evolved won’t launch with cross-console play at Sony’s behest.
Console/PC, Social/Online

Don't Miss: What went right (and wrong) during the development of Bioshock 16
by Staff [08.21.17]
In this classic 2008 postmortem, the developers behind the original Bioshock share the process of bringing the now decade-old game to life.
Console/PC, Design, Production

Blog: Using data science to understand your players 3
by Gamasutra Community [08.21.17]
How can you use data science to maximize the success of your game? Adam Fletcher of Gyroscope Software gives an overview of what data science is, and how it can be applied.
Production, Business/Marketing

THQ Nordic picks up Giana Sisters: Twisted Dreams dev Black Forest Games  
by Alissa McAloon [08.21.17]
Both the developer and a number of its properties have been acquired by the Austrian publisher for an undisclosed sum.

Mass Effect: Andromeda single-player development comes to an end 1
by Chris Kerr [08.21.17]
There's been another twist in the tale of Mass Effect: Andromeda's rocky development, with the dev team explaining there'll be no more single-player updates or story DLC.
Console/PC, Production

Blog: How we brought Tiny Rails to PC  
by Gamasutra Community [08.21.17]
In early 2017, Tiny Titan Studios decided to bring its mobile title Tiny Rails to Steam. Game producer Glenn Stanway explores the process and challenges behind that process.
Console/PC, Design

Over 100 'enhanced' titles are heading to the Xbox One X  
by Chris Kerr [08.21.17]
Microsoft kicked off Gamescom 2017 by revealing over 100 "enhanced" titles will be heading to its supercharged Xbox One X console. 
Console/PC, Production, Business/Marketing

HTC Vive gets hefty $200 price cut  
by Chris Kerr [08.21.17]
The discounted package comes with the headset, two motion controllers, and two wall-mounted sensors that're used to deliver "room-scale" virtual reality. 
VR, Business/Marketing

Blog: In case of emergency, make Burrito Bison 3 3
by Gamasutra Community [08.21.17]
We finally broke the glass to get our secret weapon. Here's why and how we made Burrito Bison: Launcha Libre.
Design, Business/Marketing

Playerunknown's Battlegrounds surpasses 8M sales  
by Chris Kerr [08.21.17]
Early Access battle royale title Playerunknown's Battlegrounds has now sold over 8 million copies on Steam. 
Console/PC, Business/Marketing

Blog: Why we made a game to make a game  
by Gamasutra Community [08.21.17]
We made a clicker game to support the studio financially and use it as a platform to keep 100k+ players updated about what's going on at Berzerk's. It's like a Kickstarter, but with more explosions.
Design, Production

Q&A: Bloodstained creator's keys to making a great 'Igavania' game 2
by Brandon Sheffield [08.21.17]
Koji Igarashi, who created and gave name to the 'Igavania' subgenre, discusses designing the perfect jump, the drawbacks of combos, proper game pricing, and why his new game will have a female lead.
Console/PC, Indie, Design, Video

Video Game Deep Cuts: Vectoring In On The Hellblade Observer  
by Gamasutra Staff [08.20.17]
This week's articles/video highlights include multiple features on Ninja Theory's Hellblade, the enduring micro-indieness of Vector Unit & the cyberpunk strangeness of Observer.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Prettying up the Zergling in Starcraft Remastered  
by Bryant Francis [08.18.17]
The Blizzard art team explains how they learned that Zerglings have grubby, horrifying little hands at the end of their spikes.
Console/PC, Art