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August 18, 2017
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How small-scale studio Vector Unit optimized for big-scale success  
by Jon Jordan [08.18.17]
A case study of an indie studio. Using its own engine technology, the tiny team at Vector Unit has released 8 titles across nine platforms in the last ten years.
Smartphone/Tablet, Business/Marketing

Early Access has changed We Happy Few -- and helped the dev quadruple in size  
by Alex Wawro [08.17.17]
"Early access didn't just help shape the overall direction and focus of the game," says Compulsion Games founder Guillaume Provost. "It shaped the very fabric and makeup of our team."
Indie, Business/Marketing

Valve says it's cracking down on big key requests to combat Steam skulduggery 1
by Alex Wawro [08.17.17]
Valve confirms that yes, the company is more closely scrutinizing devs' outsized requests for Steam keys in an effort to combat people using them as "a way to manipulate Steam systems." 
Serious, Business/Marketing

505 signs on to publish OtherSide's upcoming RPG Underworld Ascendant  
by Alex Wawro [08.17.17]
The publisher confirmed today that it intends to publish OtherSide's upcoming spiritual successor to Ultima Underworld, which is expected to ship on PC in the latter half of next year.
Indie, Business/Marketing

Video: Indie dev tips on picking projects, or, 'pro strats for pre-pre-production'  
by Staff [08.17.17]
Finji Games cofounder Adam Saltsman takes the stage at GDC 2016 to give a talk about how to decide what game you should be making before you start.
Indie, Production, Business/Marketing, Video, Vault

Slime Rancher passes 1 million sold  
by Alissa McAloon [08.17.17]
Monomi Park’s plorp-filled adventure has passed 1 million sold (or 4.5 million counting Games with Gold downloads) just weeks after leaving early access.
Console/PC, Indie, Business/Marketing

Get a job: Visual Concepts is hiring an AI Software Engineer  
by Staff [08.17.17]
Visual Concepts is seeking software engineers with experience in gameplay systems including AI behavior trees and animation control logic.
Programming, Recruitment

Blog: Making a game maker - Hatching Chicken Wiggle
by Gamasutra Community [08.17.17]
Here's how I make my very own game maker Chicken Wiggle, which feature the irresistible cuteness and absurdity of a Chicken and Worm combo.
Programming, Design, Production

Kickstarter expanding to welcome Japanese creators this September  
by Alissa McAloon [08.17.17]
Previously, Japanese developers and creators looking to launch a project on Kickstarter needed to forge an international partnership to launch a crowdfunding campaign.
Social/Online, Business/Marketing

Valve engineer comments on restrictions to high-volume Steam key requests 1
by Alissa McAloon [08.17.17]
Update As a developer, next time you request Steam keys for your game, remember that Valve is checking in on whether or not you really need those keys.
Console/PC, Business/Marketing

Don't Miss: StarCraft Remastered dev analyzes the enduring appeal of StarCraft 3
by Staff [08.17.17]
Nearly 2 decades after Blizzard released StarCraft, the game is still being played at a pro level. Why? StarCraft Remastered lead Pete Stilwell shares his thoughts on what makes an RTS game great.
Console/PC, Social/Online, Design

Blog: Some do's and don'ts for solo game devs  
by Gamasutra Community [08.17.17]
What are the dos and don'ts when developing a game from scratch by yourself? Well, here's what I got wrong and right during the creation of my game, Mayhem Above.
Production, Business/Marketing

PSA: Today's the last day to pitch your GDC 2018 Main Conference talks!  
by Staff [08.17.17]
Hey devs: the call for submissions to present lectures, panels, roundtables, & posters at GDC 2018 next March closes today, Thursday, August 17 at 11:59 PM PT!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Gearbox to publish procedurally-generated thriller We Happy Few  
by Chris Kerr [08.17.17]
Gearbox Publishing has agreed to publish Compulsion Games' procedurally-generated dystopian thriller, We Happy Few
Console/PC, Business/Marketing

Blog: Why do people play games for years?  
by Gamasutra Community [08.17.17]
This post highlights some game systems in Kongregate's mobile publishing portfolio that successfully drive long-term player retention.
Design

The Long Dark director explains why the right studio space is critical  
by Chris Kerr [08.17.17]
"What you realize when you work in a large studio environment -- you know, at a Ubisoft or a Relic with a larger team -- is that working remotely isn't really a discussion point."
Business/Marketing, Video

Blog: An indie perspective on the SAAM Arcade 2017  
by Gamasutra Community [08.17.17]
A little over a week ago, I showed off my very first game at the Smithsonian American Art Museum Arcade and had an absolutely incredible time. Here's what I learned from the event.
Indie

Deep Silver has agreed to publish Shenmue III  
by Chris Kerr [08.17.17]
"I am very pleased to secure this global partnership with Deep Silver, which is comprised of incredible men and women who have a deep passion for bringing Japanese titles to the rest of the world."
Console/PC, Business/Marketing

Blog: Journey across the mainstream - Games for my father 1
by Gamasutra Community [08.17.17]
My father enjoys classical music, stage-theater, and HBO. Here's how I got him into video games.
Design

Bringing Piczle Lines DX from mobile to Nintendo Switch  
by James Kay [08.17.17]
"The basics were ported in a matter of a couple of weeks. Of course, no project is ever as easy as it looks, and Piczle Lines DX for Switch too ran into a couple of snags." - James Kay, designer on Piczle Lines DX.
Console/PC, Smartphone/Tablet, Design, Production