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October 26, 2016
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Updates » Social/Online
Get storytelling tips and advice from a Pixar vet at GDC Europe  
by Staff [06.13.16]
Pixar's Matthew Luhn has worked on everything from Toy Story to Finding Nemo and Up. Now he's coming to GDC Europe to share his wisdom with developers looking to tell great stories in games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC Europe

To run WoW legacy servers, Blizzard must reverse-engineer its own game 8
by Alex Wawro [06.10.16]
"In the past, there was no archiving of older data," World of Warcraft dev Tom Chilton tells Kotaku. "And so as data changed, we effectively lost that stuff to history."
Social/Online, Design

Report: ESL is the top eSports tourney broadcaster on Twitch (that's not Riot)  
by Alex Wawro [06.10.16]
Newzoo published data this week that suggests Riot Games and the Electronic Sports League are the top professional eSports tournament broadcasters on Twitch -- at least in terms of hours watched.
Social/Online, Business/Marketing

Why Lionhead sank beneath the weight of Fable Legends  
by Alex Wawro [06.09.16]
Kotaku UK pulls together accounts from multiple anonymous sources close to Lionhead to try and paint a picture of how Fable Legends spelled the downfall of one of the UK's venerable studios.
Console/PC, Social/Online, Business/Marketing

Riot turns to fight toxicity in the workplace -- starting with Riot 4
by Alex Wawro [06.09.16]
After years of studying player behavior in an effort to combat online toxicity, League of Legends dev Riot is branching out to apply its learnings to areas outside of games -- including game studios.
Social/Online, Business/Marketing

The man behind XBLA places bet on skill-based, real-money gaming on mobile 1
by Kris Graft [06.08.16]
Greg Canessa, the brains behind Xbox Live Arcade and former head of Blizzard’s widely-used online service, hopes to create a new venue for companies to monetize their mobile games.
Social/Online, Smartphone/Tablet, Business/Marketing

Don't Miss: Learning to love handicaps in competitive games 29
by Keith Burgun [06.08.16]
Rubberbanding and randomness can level competitive games' playing field, but they also cause problems. In this timeless 2013 feature, designer Keith Burgun examines handicaps as a design alternative.
Console/PC, Social/Online, Design

Notes from the infancy of networked games 4
by Gamasutra Community [06.08.16]
Game developer David H. Schroeder, whose commercial games have appeared on systems including the Apple II and Commodore 64, recounts what it was like writing some of the earliest online games.
Social/Online, History

Cryptic Games co-founder appointed CEO of Daybreak Austin 1
by Chris Kerr [06.08.16]
"Jack Emmert’s proven record for creating and operating successful online worlds spans more than 15 years."
Console/PC, Social/Online, Business/Marketing

How Blizzard built the Overwatch hype train and rode it to success 3
by Gamasutra Community [06.07.16]
Freelance consultant Zoran Cunningham offers a detailed look at how Blizzard crafted and executed a masterful PR campaign for Overwatch.
Console/PC, Social/Online

Blog: Landing a job in the video game industry 5
by Gamasutra Community [06.07.16]
In this post, I answer one of the most common questions I get from people "How do I get a video game job?". I'll outline best practices that have worked for myself and colleagues that are actively working in the industry today.
VR, Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing

Blog: Understanding (and trying to avoid) player outrage 3
by Gamasutra Community [06.07.16]
Trendy Entertainment (Dungeon Defenders II) design director Daniel Haddad takes a look at how developers manage to cause community uproar, and how to meet player expectations in your game.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Runescape dev builds 'World 666' to celebrate decade-old glitch massacre  
by Alex Wawro [06.06.16]
Jagex adds a new world to Runescape Old School, World 666, as a tongue-in-cheek celebration of an infamous glitch that caused several players to go on an in-game player-killing spree ten years ago.
Social/Online, Business/Marketing

Overwatch gets Facebook Login and live streaming functionality  
by Chris Kerr [06.06.16]
"Blizzard games are best when played with friends, so it's important to us to provide our players with features and services that make it easy and fun to share their experiences with each other."
Console/PC, Social/Online, Business/Marketing

Frontier inadvertently drives Elite: Dangerous AI to create superweapons 2
by Alex Wawro [06.03.16]
Frontier's recently-released Elite: Dangerous expansion had the unexpected consequence of empowering the AI to merge weapons and abilities, creating ad hoc superweapons that now threaten players.
Social/Online, Production

Don't Miss: 13 basic principles of gameplay design 17
by Matt Allmer [06.03.16]
In this classic feature, game developer Matt Allmer re-imagines the famous '12 Principles Of Animation' for video games, adding his own new principle along the way. What principles would you add?
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Get cutting-edge tips on building great game backends at GDC Europe  
by Staff [06.03.16]
Come out to GDC Europe in Germany this August and catch a lightning-hot Programming talk from backend developer Kevin Daniel Setiono on the design of cutting-edge video game backend architecture.
Social/Online, Programming, GDC Europe

Overwatch surpasses 7 million players in just over a week 3
by Alex Wawro [06.02.16]
It's a bit interesting, isn't it, that Blizzard is choosing to crow about the number of people playing Overwatch, rather than the number of copies sold.
Social/Online, Business/Marketing

Video games are evidence we're living in a simulation, says Elon Musk 30
by Alex Wawro [06.02.16]
Based on the rapid progress of video game technology in the last 40 years, SpaceX and Tesla Motors chief Elon Musk argues that we have good reason to think we're actually in someone else's video game.
Social/Online, Business/Marketing

Blog: 'I'm not addicted. I'm connected!' 3
by Gamasutra Community [06.02.16]
Products that successfully meet our need to connect with other humans are enjoying huge success, but the game industry has failed to adapt to this golden opportunity.
Social/Online, Smartphone/Tablet