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May 25, 2017
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Game Design Deep Dive: Creating tension in Card Thief  
by Arnold Rauers [05.25.17]
"In order to create what I think is most important in a stealth or heist game, I designed several game systems that all feed into the idea of creating a high tension experience."
Smartphone/Tablet, Indie, Design, Video, Deep Dive

How to approach accessibility in progression-driven games  
by Bryant Francis [05.24.17]
We sat down with developers Tara Voelker and James Portnow, as well as Ablegamers COO Steven Spohn to talk about helping players experience a game's story even if its combat is acting as a barrier.
Console/PC, Design, Video

What one indie dev learned from a summer project that took 8 years to finish  
by Alex Wawro [05.24.17]
A new Waypoint feature sheds light on how Geneshift creator Ben Johnson's game was only supposed to take a summer, but became an eight-year odyssey that spans roughly 9,000 miles & at least two jobs.
Indie, Production

Why Texas may have lost its status as a hotbed of game patent lawsuits  
by Alex Wawro [05.24.17]
The Supreme Court has issued a ruling on a patent fight over powdered drink mixes that potentially changes the landscape of patent fights in the game industry -- by moving them out of East Texas.
Serious, Business/Marketing

Video: Designing Chair Entertainment's Shadow Complex  
by Staff [05.24.17]
At GDC 2010, Chair cofounders Donald and Jeremy Mustard speak openly about the pitfalls they encountered and the solutions they implemented while designing the seminal 'Metroidvania' Shadow Complex.
Indie, Design, Video, Vault

Get a job: Wargaming is looking for a Sr. Software Engineer  
by Staff [05.24.17]
Wargaming is on the lookout for talented C/C++ developers who have solid experience in software development.
Programming, Recruitment

Balancing unpredictability and order is key for dynamic AI, says The Occupation dev  
by Alissa McAloon [05.24.17]
Two developers from White Paper Games share how working with dynamic AI characters altered how they designed the systems powering The Occupation.
Indie, Design

Don't Miss: What Ubisoft learned from making Far Cry 2 15
by Staff [05.24.17]
In this timeless feature, Ubisoft's Patrick Redding reflects on what the Far Cry 2 team learned during its 3-year development cycle, reflects on current industry trends that informed its development.

Mobile dev Motorious Entertainment secures $900k investment  
by Alissa McAloon [05.24.17]
This latest cash infusion comes just ahead of the summer release of the studio's first game, a mobile title based on the Top Gear series.
Smartphone/Tablet, Business/Marketing

We're hosting a panel on accessibility in progression-driven games at 6PM EDT  
by Bryant Francis [05.24.17]
How can game developers help disabled players see all the cool stuff in their game? We're hosting a panel on accessibility design today at 6PM EDT.
Console/PC, Design, Video

Blog: The design challenges of creating new weapons 2
by Gamasutra Community [05.24.17]
Our lead designer Wytze took some time out to write about how to overcome some challenges with creating new weapons (drill and shotgun) and reworking the old to solidify their play style.

Blog: What I learned taking four games through Steam Greenlight  
by Gamasutra Community [05.24.17]
Greenlight is coming to an end, but it was a great chance for lots of developers to not only get a successful indie hit, but also to learn a lot about the art of "showing" a title.

Learn about the design challenges of developing VR experiences at VRDC Fall 2017  
by Staff [05.24.17]
Organizers of the Virtual Reality Developers Conference are excited to highlight two intriguing sessions for VRDC Fall 2017 from veteran game dev Noah Falstein and two Raw Data devs.
VR, Design, VRDC

The UK's biggest pro game jam is heading back to Manchester
by Chris Kerr [05.24.17]
After attracting over 200 attendees last year, the UK's largest professional game jam is heading back to Manchester. 

Unreal Engine 4.16 includes fully-featured Switch support
by Chris Kerr [05.24.17]
There's a new version of Unreal Engine landing today, and it comes with a smorgasbord of new features designed to make life easier for game devs.
Console/PC, Smartphone/Tablet, Production

New 'creators' section lets game devs curate the PlayStation Store  
by Chris Kerr [05.24.17]
Sony has launched a new 'Creators' section on the PlayStation Store that gives well-known industry figures and game devs a chance to share their own recommendations. 

Blog: A writer inside
by Gamasutra Community [05.24.17]
One person's journey from game developer, to blogger (on Gamasutra!), to published author.
Production, Business/Marketing

Game engine maker Unity secures $400M investment
by Chris Kerr [05.24.17]
Game engine maker Unity Technologies has secured a $400 million investment from private equity firm, Silver Lake Partners. 

Postmortem: Muse Games' Guns of Icarus Alliance  
by Howard Taso & Matthew Hartman [05.24.17]
"Every mistake we have made became a lesson that was seared into our minds, and throughout the development and release of Guns of Icarus Alliance, we’ve made plenty of them."
Console/PC, Indie, Art, Design, Production, Business/Marketing, Video

Video: Watch an archivist poke and prod a Steam Controller prototype  
by Alex Wawro [05.23.17]
Librarian Andrew Borman published a video today showcasing how the "Chell" prototype Steam Controller works, how it differs from the final version, and how it's lost support in the last 2 years.
Console/PC, Design, Video