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December 2, 2016
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Zachtronics' Shenzhen I/O is a game for people who code games 6
by Alex Wawro [11.17.16]
“This is sort of a solution to the discoverability problem, right?" Zach Barth said of his new puzzle game Shenzhen I/O. "To make something that is really unique and that you have an audience for."
Indie, Programming, Design, Video

Understanding Titanfall 2's 'action block' level prototyping process 2
by Alex Wawro [11.16.16]
"We say, 'Don't get attached to this, because it might go nowhere, but go make something,'" Respawn boss Vince Zampella told Glixel. "Take a week, take a few days to make something fun.'"
Console/PC, Design

C64 game musician Rob Hubbard recognized with honorary degree 5
by Alex Wawro [11.16.16]
Abertay University in Dundee, Scotland will be recognizing notable public figures with honorary degrees next Friday, including veteran game industry musician Rob Hubbard.
Console/PC, Audio

After 8 years on Devil's Third, Itakagi reminds devs to 'never give up'  
by Alex Wawro [11.16.16]
"Never give up," says veteran dev Tomonobu Itakagi after 8 years making Devil's Third. "If you don't give up, you will find supporters who will help you. I think you can see that from this story."
Console/PC, Production

Blog: The benefits of using Unity 2D tools to make 3D art 2
by Gamasutra Community [11.16.16]
The benefits and challenges of using a streamlined workflow for making 3D art assets using only Photoshop and Unity.
Art, Design

How does Dishonored 2 make failing interesting?  
by Bryant Francis [11.16.16]
If you fail to kill a drunken whaler, you at least may be able to lure him and his friends into an improvised-yet-satisfying trap.
Console/PC, Design, Video

Video: Tools and techniques for writing better non-linear game narratives  
by Staff [11.16.16]
Choice. Consequence. Complicity. These, according to former Failbetter chief Alexis Kennedy, are key to writing great narratives for non-linear games, as he explains in this GDC 2016 talk.
Console/PC, Indie, Design, Video, Vault

Get a job: Bethesda Softworks is hiring a Graphics Programmer  
by Staff [11.16.16]
Bethesda Softworks is seeking a Graphics Programmer experienced in C++ to create clear and functional code, create and manage custom shaders, and deliver high-quality work in Rockville, Maryland.
Console/PC, Programming, Recruitment

Microsoft joins The Linux Foundation at highest membership tier 1
by Alissa McAloon [11.16.16]
Microsoft announced its support for the open-source platform by becoming a member of the nonprofit technology group at the $500,000 per year membership level.
Console/PC, Business/Marketing

EA CEO predicts a more immersive and connected future for video games 2
by Alissa McAloon [11.16.16]
"This world where games and life start to blend I think really comes into play in the not-too-distant future." Andrew Wilson believes games and technology are becoming more connected than ever.
VR, Console/PC, Design, Business/Marketing

Don't Miss: Miyamoto suggests developers create their first level last 21
by Staff [11.16.16]
In a 1989 interview, Shigeru Miyamoto discusses how his team dealt with difficulty while designing the dungeons for Dragon Quest, and how creating the first level last helps keep a game grounded.
Console/PC, Design

The Game Awards lists Titanfall 2 and Overwatch among 2016 GOTY nominees  
by Alissa McAloon [11.16.16]
The third annual Game Awards kick off just a few short weeks from today, with games like Uncharted 4, Inside, and Overwatch competing for the Game of the Year award.
Console/PC, Indie, Business/Marketing

Watch Gamasutra play Dishonored 2 today at 3PM EST  
by Bryant Francis [11.16.16]
We're going to finally answer the question---what DO you do with a drunken whaler?
Console/PC, Design, Video

Submit your weird prototypes to the GDC 2017 Experimental Gameplay Workshop!  
by Staff [11.16.16]
The folks behind GDC 2017's Experimental Gameplay Workshop are calling for submissions of your interesting new (and playable!) video game prototypes. The more intriguing and experimental, the better!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

Nintendo's next Zelda game is a real-world 'escape room'  
by Chris Kerr [11.16.16]
Nintendo is getting into the business of escaping rooms with a "fully hosted, story-based escape event designed for puzzle fans and fans of the Zelda franchise."

At GDC 2017, a Madden dev shares tips on making your game more accessible  
by Staff [11.16.16]
At GDC 2017 EA Sports' own Karen Stevens will break down, in practical terms, exactly how (and why) you can make your game more accessible, citing examples from Madden NFL 17.
Console/PC, Design, GDC

Blog: Maximizing profits from advertising in mobile games 2
by Gamasutra Community [11.16.16]
In this blog post, I'm going to share some tips on the topic of ads in mobile games based on our experience with implementing such solutions in Tabasco Interactive.
Smartphone/Tablet, Business/Marketing

The Assembly dev nDreams nets $2.5M to continue VR push  
by Chris Kerr [11.16.16]
"This investment allows us to continue building on the momentum we have achieved, and to develop VR games and experiences of the very highest quality."
VR, Business/Marketing

Blog: Why you should want day one patches  
by Gamasutra Community [11.16.16]
This year has seen a lot of debates about the use of day one patches in video games. Let's talk about why they're important for game design, despite some negatives.
Production, Business/Marketing

EA introduces new transparency rules for YouTubers and streamers  
by Chris Kerr [11.16.16]
EA is doubling down on transparency by making sure any content creator it works with fully discloses sponsored content. 
Console/PC, Business/Marketing