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April 26, 2017
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Amid fan outcry, Atlus eases up on Persona 5 sharing limits  
by Alex Wawro [04.26.17]
Atlus today apologized for the tone of its warning against sharing video of its RPG Persona 5, adding that it will now allow more (but not all) of the game to be streamed/shared without complaint.
Console/PC, Business/Marketing

Why remaking games like Wonder Boy can be creatively inspiring  
by Bryant Francis [04.26.17]
It's one thing to work on another person's game, it's another to remake a game from 20 years ago and add your own flourish to it.
Console/PC, Design, Video

Video: Rendering the striking visuals of Capybara's Below  
by Staff [04.26.17]
Capybara Games' Colin Weick speaks at GDC 2017 about the techniques used to achieve high visual fidelity in the context of the simplified yet dense aesthetic of the studio's upcoming roguelike Below.
Indie, Art, Design, Video, Vault

David Goldhill stepping down as CEO of GSN  
by Alissa McAloon [04.26.17]
Longtime President and CEO David Goldhill has announced plans to leave GSN after a decade in both positions.
Business/Marketing

Get a job: System Era is hiring a Sr. Technical Designer  
by Staff [04.26.17]
System Era Softworks is looking for a Sr. Technical Designer to join its Washington-based development studio and lead the design direction for its game, Astroneer.
Design, Recruitment

To create a quality Final Fantasy V translation, fans reworked the game's code  
by Alissa McAloon [04.26.17]
In order to create a fan translation free of typographical errors, a Final Fantasy V fan dove into game's code and ultimately revolutionized the unofficial translation community.
Console/PC

Don't Miss: The making of Call of Duty 4: Modern Warfare 4
by Gamasutra Community [04.26.17]
As more details emerge for the latest Call of Duty title, take a look back at this postmortem from the developers of Modern Warfare to learn more about that pivotal entry in the series.
Console/PC, Design, Production

Blog: I released my five year project today (and I feel sick) 6
by Gamasutra Community [04.26.17]
After five years of obsessive development, my game about Hell is officially ready to be judged by the world.
Production, Business/Marketing

Chat with the developers behind Wonder Boy: The Dragon's Trap at 3PM EDT  
by Bryant Francis [04.26.17]
It's not often that a small developer gets to remake an old retro game. We're chatting with the minds behind Wonder Boy: The Dragon's Trap at 3PM EDT.
Console/PC, Design, Video

VRDC Fall 2017 debuts its first talks, from Playful Corp and Facebook!  
by Staff [04.26.17]
Organizers are excited to debut the first announced talks for VRDC Fall 2017: one from Facebook lead (and veteran game dev) Mike Booth, the other from Playful Corp (Lucky's Tale) chief Paul Bettner!
VR, Design, VRDC

Blog: Saving the environment by letting kids destroy it
by Gamasutra Community [04.26.17]
Our goals for video games beyond education, and how we believe they can make an impact on education and the environment.
Business/Marketing

Kill your darlings: Ex-Burnout designer explains calculated approach to indie dev
by Chris Kerr [04.26.17]
"Anything we do has to come to fruition very quickly. If there isn't something pretty good and fun on screen in about three or four days, we pretty much won't continue with it."
Production, Business/Marketing

Tencent grabs minority stake in Seasun Games for $142.6M
by Chris Kerr [04.26.17]
Chinese internet giant Tencent has picked up a 9.9 percent stake in developer Seasun Games for $142.6 million. 
Console/PC, Smartphone/Tablet, Business/Marketing

Inside Tose Software, the biggest Japanese game dev you've never heard of
by Chris Kerr [04.26.17]
"We develop with the utmost focus on quality. The thing that I focus on most myself, is always being aware of and keeping planning as the basis for development."
Console/PC, Production, Business/Marketing

Blog: Setting up one-button source code builds
by Gamasutra Community [04.26.17]
This blog describes how we set up a one-button build system for the source code at Our Machinery.
Programming, Production

The challenge of developing Ultimate Epic Battle Simulator's large-scale carnage 1
by Joel Couture [04.26.17]
Robert Weaver's sandbox game needed an engine that could render tens of thousands of combatants. "There really aren't any engines that support battles on that scale," he says.
Console/PC, Indie, Design, Production, Video

Given unlimited money and time, 'What Remains of Edith Finch probably never would have come out'  
by Alex Wawro [04.25.17]
"Or it would have been some strange, hopelessly delicate monstrosity," added creative director Ian Dallas in a recent Reddit "Ask Me Anything" session. "I'm very happy with the way things turned out."
Indie, Production

25 years later, FMV horrorshow Night Trap is coming back  
by Alex Wawro [04.25.17]
The team at Kentucky-based Screaming Villains have announced plans to bring a 25th anniversary rerelease of the full-motion video horror game Night Trap to PS4 and Xbox One later this year.
Video

Video: Lessons learned in making Madden more visually accessible  
by Staff [04.25.17]
At GDC 2017, EA's Karen Stevens explains how the Madden dev team had come up with some novel solutions to make the game more visually accessible -- in many cases without modifying in-game assets.
Console/PC, Art, Design, Video, Vault

Get a job: Ninja Theory is hiring an FX Artist  
by Staff [04.25.17]
Ninja Theory is looking for an experienced FX Artist with a strong understanding of visual effects to join its team in Cambridge, England.
Art, Recruitment