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September 18, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Production
Blog: How to report bugs 2
by Gamasutra Community [06.25.18]
Handling bugs in a proper way is essential for game quality. In this post I'll present a clear and effective method to report bugs.
Programming, Production

Video Game Deep Cuts: Flipping Out On Primal Rage  
by Gamasutra Staff [06.24.18]
This week's highlights include a discussion on 'asset flips' and store-bought assets for games, an emotive postmortem of canned arcade game Primal Rage II, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Good and bad at all times: Adriel Wallick on jamming for a year  
by Katherine Cross [06.22.18]
"The most immediate and quick lesson I learned is this: every game idea is too big. You need to pare down ideas to the smallest level." 
Programming, Design, Production

Valve's updated Knuckles VR controller brings pinpoint finger-tracking  
by Chris Kerr [06.22.18]
Valve has given us a look at the latest version of its SteamVR Knuckles motion controller, alongside a Portal-inspired 'Moondust' demo showing the tech in action. 
VR, Console/PC, Production, Video

Friday the 13th developer scraps all future content plans  
by Chris Kerr [06.22.18]
"Development on games can’t just pause indefinitely and pick back up again; it doesn't work that way. Especially when you have no idea when that future date will occur."
Console/PC, Production

Don't Miss: Veteran director Khris Brown on the secrets of great voice acting 4
by Staff [06.21.18]
Producing believable, satisfying voice acting for your game is tricky business, so Gamasutra sat down with Khris Brown to explore how high-quality voicework in games comes together.
Console/PC, Indie, Audio, Design, Production

Weekly Jobs Roundup: Funcom, Tilting Point, and more are hiring now!  
by Staff [06.21.18]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Console/PC, Smartphone/Tablet, Programming, Design, Production, Recruitment

Blog: Making a tabletop-style party game for consoles  
by Gamasutra Community [06.21.18]
Snap Finger Click's development director Martijn van der Meulen discusses how the studio created an adult tabletop-style party title for consoles.
Console/PC, Design, Production

Blog: How much protection does Fair Use really offer? 4
by Gamasutra Community [06.20.18]
In this post I want to explain what Fair Use is, and why it doesn't mean you're protected when using copyrighted assets without permission.
Production, Business/Marketing

Stick or Twitch? How streaming is hurting single-player games 2
by Chris Kerr [06.20.18]
"Why would any major studio outside of a first party trying to sell consoles, or a studio with a reputation for single-player games, bother with an immersive, single-player campaign?"
Design, Production, E3

Don't Miss: Owlchemy Labs' game dev postmortem of Job Simulator  
by Staff [06.19.18]
Alexander Schwartz & Devin Reimer speak frankly about the challenges of building, sharing, shipping, & sustaining Job Simulator on multiple platforms
VR, Console/PC, Production

Blog: Using prefabs in game development 1
by Gamasutra Community [06.19.18]
If you've never heard of prefabs or want to know how to make them more powerful, give this a look.
Design, Production

PUBG dev says store-bought assets help teams 'work smart' 3
by Chris Kerr [06.18.18]
"Hiring an art team of 40 people to 'try a game' and 'see if it's fun' is simply not a smart way to work. This is what the asset store is for."
Console/PC, Production

Video Game Deep Cuts: Another Grim E3 World  
by Gamasutra Staff [06.18.18]
This week's highlights include lots of E3 news, a Grim Fandango reading to remember, and a stellar analysis of Another World/Out Of This World.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Editor Roundtable: How does Ubisoft's HitRecord partnership impact devs? 6
by Bryant Francis [06.15.18]
The Gamasutra editorial team discusses the potential impact and reasoning of Ubisoft's partnership with HitRecord to bring crowdsourced assets into Beyond Good and Evil 2.
Console/PC, Production, Business/Marketing, E3

Avalanche EP: livestreaming 'can't not' influence game development now  
by Bryant Francis [06.14.18]
One of the executive producers on Just Cause 4 explains how streaming has changed the studio's approach to game development.
Console/PC, Design, Production, E3

Blog: Windows aesthetics for a speculative sex game 1
by Gamasutra Community [06.14.18]
An essay about the influence of visual aesthetics on design decisions in a game about a future in which we have erotic relationships with our software rather than people.
Design, Production

Don't Miss: Remastering Double Fine's Day of the Tentacle and Grim Fandango  
by Alissa McAloon [06.13.18]
Double Fine's Oliver Franzke and Shiny Shoe's Mark Cooke dig into the interesting improvements and challenges they encountered while remastering both for PS4, PS Vita, PC, and mobile.
Console/PC, Indie, Art, Design, Production

Report: Microsoft to launch next Xbox console in 2020  
by Emma Kidwell [06.13.18]
According to leaked internal documents, Microsoft has plans to release a new Xbox console in 2020.
Console/PC, Production, Business/Marketing

Blog: Three tips for starting a new Unity project 5
by Gamasutra Community [06.13.18]
Today I took some time to write down the top three pieces of advice that I would share with any game developer starting a new project in Unity.
Production