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April 23, 2017
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Don't Miss: The quest for procedurally-generated adventures 5
by Gamasutra Community [04.06.17]
"For me, the biggest reason to add procedurally generated levels to a game is that it increases the replay value due to the nearly unlimited amounts of game areas it can generate."
Indie, Design

RimWorld dev explores the benefits of learning things the hard way  
by Alissa McAloon [04.06.17]
"I knew I'd get it wrong multiple times," said RimWorld creator Tynan Sylvester. But for Sylvester, this knowledge helped push him towards always trying new things.
Console/PC, Indie, Design

Blog: An overview of the indie games scene in 2017 6
by Gamasutra Community [04.06.17]
I decided to go through a 100 games selection done by Indieformer for a slightly deeper insight into how games get their funding, their social platforms and trending genres.
Business/Marketing

Blog: Growing procedural plants in Antegods
by Chris Kerr [04.06.17]
In this blog post, our programmer TJ will share his experiences in creating a tool to procedurally generate plants for the ever changing worlds of Antegods.
Programming, Production

University of Utah becomes first top sports school to offer eSports scholarships
by Chris Kerr [04.06.17]
The University of Utah is set to become the first big sports school to offer scholarships for competitive video gaming.
Console/PC, Business/Marketing

Blog: A closer look at the structure of organisms in Pine  
by Gamasutra Community [04.06.17]
This is a closer look at the structure of organisms in Pine, an action adventure game about adaptation.
Production

Microsoft reveals tech specs for Project Scorpio, its new turbo-charged Xbox
by Chris Kerr [04.06.17]
Digital Foundry has posted an extensive technical breakdown of Microsoft's all-powerful Xbox One, Project Scorpio, meaning we finally know what'll be powering the turbo-charged console.
Console/PC, Production, Video

Goat Simulator dev picks up minority stake in Lavapotion
by Chris Kerr [04.06.17]
Goat Simulator creator Coffee Stain Studios continues to diversify its business ops, and has just invested in newly formed game dev, Lavapotion.
Console/PC, Smartphone/Tablet, Business/Marketing

Blog: How Tap Tap Builder pulled in 1.5M downloads in 3 months
by Chris Kerr [04.06.17]
Tap Tap Builder is a city builder with clicker elements, developed by Hippo Games and published by HeroCraft. In this article we talk about how we experimented with the game during development.
Smartphone/Tablet, Business/Marketing

'Make me think, make me move': New Doom's deceptively simple design 6
by Kris Graft [04.06.17]
Doom's apparent simplicity belies a core design that is difficult to achieve. Gamasutra recently caught up with Id Software's Marty Stratton and Hugo Martin to talk demon-slaying game design.
Console/PC, Design

Activision plans many years of 'Marvel-esque' film/TV based on game IP  
by Alex Wawro [04.05.17]
Speaking to The Guardian, Activision Blizzard Studios co-chiefs Stacey Sher & Nick van Dyk open up about the progress they've made & their plans for the future of adapting game franchises to TV/film.
Console/PC, Business/Marketing

How some impromptu push-ups in front of Miyamoto shaped the Wii Balance Board  
by Alex Wawro [04.05.17]
"When I demonstrated the push-ups game using a scale in front of Miyamoto, he smiled broadly," former Nintendo EAD dev Motoi Okamoto told Gamasutra in a wide-ranging interview. "'This is hilarious.'"
Console/PC, Design

Ron Gilbert's one tip to help your game succeed with streamers  
by Bryant Francis [04.05.17]
Thimbleweed Park lead developer Ron Gilbert tells us how he and his colleagues tried to make sure stream viewers would want to buy his game, not just watch it.
Console/PC, Design, Video

On its 15th birthday, look back at Gas Powered Games' Dungeon Siege postmortem 4
by Staff [04.05.17]
"Merrily and naively, we set out on what turned out to be a four-year journey," writes Bartosz Kijanka in this timeless postmortem of Gas Powered Games' Dungeon Siege, which debuted in April of 2002.
Console/PC, Design

Blog: How an architect may be useful to your dev team  
by Gamasutra Community [04.05.17]
This blog post outlines the parallels between in the field of architecture and game development, and why an architect can be a great addition to the development team.
Design, Production

Video: Owlchemy Labs' game dev postmortem of Job Simulator  
by Staff [04.05.17]
In their GDC 2017 postmortem talk, Owlchemy Labs' Alexander Schwartz & Devin Reimer spoke frankly about the challenges of building, sharing, shipping, & sustaining Job Simulator on multiple platforms
VR, Production, Video, Vault

Get a job: Sony PlayStation is hiring a Sr. Animation Programmer  
by Staff [04.05.17]
Sony PlayStation is looking for an experienced Animation Programmer to develop robust animation frameworks as a member of its team in Bend, Oregon.
Programming, Recruitment

Historians aim to recover, restore, and archive video game media assets  
by Alissa McAloon [04.05.17]
A collection being assembled by The Video Game History Foundation is trying to preserve decades of video game promotional material before it is lost forever.
Console/PC, History

Don't Miss: The importance of presentation in games and how to strengthen it 4
by Gamasutra Community [04.05.17]
"Perhaps the biggest boon video games have ... is that they are capable of utilizing their numerous components to craft a multilayered experience that enraptures players and holds their attention."
Indie, Art, Design

UK ad authority rules against Liberators dev for misleading images in ads  
by Alissa McAloon [04.05.17]
The ASA found that advertisements for Liberators featured images that did not accurately represent gameplay in the actual game, and as such violated rules against misleading advertising.
Console/PC, Business/Marketing