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January 20, 2017
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Gamasutra's predictions for the game industry in 2017  
by Bryant Francis [01.06.17]
To help ring in the new year (a few days late) the Gamasutra editorial staff sat down to talk about what 2017 has in store for the game industry.
Console/PC, Production, Business/Marketing, Video

Lessons learned from a composer turned game developer  
by Alissa McAloon [01.06.17]
After composing music for SimCity and Assassin’s Creed Unity, Chris Tilton remarks on his experiences creating soundscapes for a game created by a studio he founded.
Console/PC, Audio, Design

Get a job: Demiurge Studios is hiring a UX Design Lead  
by Staff [01.06.17]
Demiurge Studios is looking for an amazing UX Design Lead to conceive, specify, implement, and tune amazing user experiences for mobile in Cambridge, Massachusetts.
Smartphone/Tablet, Design, Recruitment

New Lego set aims to teach kids to code through creativity 4
by Alissa McAloon [01.06.17]
Lego Boost is focused on making programming both accessible and fun for young kids by using customizable and personable robots to introduce kids to the basics of coding.
Smartphone/Tablet, Programming

Attend GDC 2017 and study how Gears of War 4 does more with less  
by Staff [01.06.17]
In his GDC 2017 talk on Gears of War 4's motion warping, The Coalition's Steven Dickinson will reveal the techniques & tech developed to increase flexibility and reduce scope on the AAA title.
Console/PC, Art, Production, GDC

Blog: How Valiant Hearts drives you to the breaking point 3
by Gamasutra Community [01.06.17]
How Valiant Hearts manages to push players to breaking point with straight laced subversion.
Console/PC, Design

Don't Miss: Co-op communication in Lovers in a Dangerous Spacetime  
by Staff [01.06.17]
What was the secret to making the challengingly chaotic two-player couch co-op of Lovers in a Dangerous Spacetime coherent and "finishable?" Enabling better communication and letting players pick their roles.
Indie, Design

Opinion: Star Wars: The Old Republic, five years on 2
by Katherine Cross [01.06.17]
The Old Republic's latest expansions--Knights of the Fallen Empire and Knights of the Eternal Throne--are vintage Bioware storytelling that are worthy of being given the much-coveted title of KotOR 3.
Console/PC, Design

Share your thoughts on what 2017 holds for the game industry at 3PM EST  
by Bryant Francis [01.06.17]
We're having a fireside chat with our readers about what 2017 holds for the game industry today at 3PM EST.
VR, Console/PC, Design, Production, Business/Marketing

Latest Steam update lets players customize Xbox One, 360 gamepads 4
by Chris Kerr [01.06.17]
Valve has continued its push towards universal controller support by bringing Xbox 360, Xbox One, and Generic X-Input configurator support to the platform. 
Console/PC, Design

Learn something new about game design at the GDC 2017 Board Game Design Day!  
by Staff [01.06.17]
GDC 2017 organizers share a preview of the cool sessions taking place at the new Board Game Design Day, a one-day deep dive into the art and science of designing non-electronic games.
Console/PC, Indie, Design, GDC

Blog: A Watch Dogs 2 level design breakdown 5
by Gamasutra Community [01.06.17]
Over the course of a 6-minute gameplay video, I discuss level design concepts and considerations that went into making the "Man Vs. Machine" mission in Watch Dogs 2.
Console/PC, Design, Production

Daybreak shutting down EverQuest spin-off Landmark 4
by Chris Kerr [01.06.17]
Landmark, a massively multiplayer online sandbox title from H1Z1 developer Daybreak, is being shut down next month. 
Console/PC, Production, Business/Marketing

Marmalade SDK given new lease on life by Japanese outfit, GMO Cloud  
by Chris Kerr [01.06.17]
Japanese "infrastructure as a service" provider GMO Cloud has pulled the dying Marmalade SDK back from the brink.
Smartphone/Tablet, Programming, Production

Blog: How I cheated to get perspective right 4
by Gamasutra Community [01.06.17]
Producing backgrounds for adventure games can be tough work, so with my indie project, Time Stone, I tried a new approach which allowed me to "cheat" in order to get my perspective right.
Art, Design

Blog: The Recursive Dollhouse postmortem 2
by Gamasutra Community [01.06.17]
What was involved in creating a puzzle game about a dollhouse inside a dollhouse inside a dollhouse, ad infinitum? Find out in this postmortem.
Design, Production

Q&A: Google's chief game designer explores the potential of virtual reality  
by Kris Graft [01.06.17]
Noah Falstein’s career runs the gamut of game development: he worked on arcade games in the early 80s, Commodore 64, and LucasArts adventure games. Now, Google's game design boss, he's moving in an all new direction.
VR, Design

Digital game sales trumped physical in the UK last year, according to UK trade group 1
by Alex Wawro [01.05.17]
The London-based Entertainment Retailers Association reports today that for the first time ever, digital distribution accounted for the majority (58 percent) of UK game sales last year.
Console/PC, Business/Marketing

Steam Spy: 2016 saw record growth in game releases, but not in spending 6
by Alex Wawro [01.05.17]
Steam Spy's Sergey Galyonkin claims people spent roughly $3.5 billion on paid Steam games (not F2P or DLC) in 2016. That's the same as he reported in 2015, even though 2016 saw more games released.
Console/PC, Business/Marketing

Nvidia'sGeForce Now game streaming service is coming to PC/Mac  
by Alex Wawro [01.05.17]
This is effectively Nvidia's big push into providing a remote game streaming service, à la OnLive or Gaikai, though Nvidia is rolling out an odd hourly pricing scheme for its GeForce Now PC/Mac apps.
Console/PC, Social/Online, Business/Marketing