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May 26, 2017
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Survey: VR awareness has doubled over the past year, but will that mean more sales? 1
by Chris Kerr [05.10.17]
The latest edition of Nielsen's annual Games 360 Report shows that virtual and augmented reality devices are becoming more engrained in the public consciousness.†
VR, Business/Marketing

Blog: Analyzing the latest VR market data
by Gamasutra Community [05.10.17]
Revealing a new type of data, Schneider tests the top statements about VR's market growth expectations and highlights the Immersive Technology Alliance's latest effort to build the industry.
VR, Business/Marketing

Keywords nabs localization expert XLOC for $900K  
by Chris Kerr [05.10.17]
Game tech service provider Keywords has continued its shopping spree by picking up XLOC for $900,000.†
Production, Business/Marketing

Zynga funds USC design course to teach the next generation and foster diversity 4
by Chris Kerr [05.10.17]
Zynga has partnered with the University of Southern California to help promote the study of social mobile games, inclusive game production, and diversity in the industry.†
Social/Online, Design, Production

Blog: Building a better animation system in GameMaker Studio
by Gamasutra Community [05.10.17]
During the development of Kerfuffle I needed an animation system that would afford me much more control over animation timing, and triggering actions on specific frames. So I made one.
Art, Design

Designer Interview: Crafting Flinthook's hookshot wasn't easy 1
by Alex Wiltshire [05.10.17]
Flinthookís fluid, accessible hookshot is the result of months of design work, solving problems from controller mapping and aim-assist to the role it takes in the game.†
Console/PC, Indie, Design, Video

Nvidia revenue jumps thanks in part to launch of Nintendo Switch  
by Bryant Francis [05.09.17]
The Tegra processor at the heart of every Nintendo Switch is helped out Nvidia's financials in its most recent quarter.
Console/PC, Business/Marketing

61 percent of EA's game sales last year were digital  
by Bryant Francis [05.09.17]
Digital sales now make up 61 percent of Electronic Arts' total revenue, and the company only predicts that percentage will grow in the next fiscal year.
Console/PC, Business/Marketing

Video: A classic game postmortem for Yoot Saito's Seaman  
by Staff [05.09.17]
At GDC 2017, Yutaka "Yoot" Saito spoke at length about his work creating Seaman, a game that left an indelible mark on the fabric of both the game industry and pop culture at large.
Console/PC, Video, Vault

Don't Miss: Learning from your earliest video game experiences 15
by Brandon Sheffield [05.09.17]
How do your early video game experiences inform your design preferences? This classic Game Developer magazine piece reflects on what designers can learn from their first video game loves.
Console/PC, Design

Noah Falstein shares lessons learned from 37 years in game development  
by Alissa McAloon [05.09.17]
'I was never cut out to be a coder,' said Falstein. 'I enjoyed doing it and in the early '80s it was pretty much the only way to get into making games.'

Blog: Game dev lessons from Reboot Develop 1
by Gamasutra Community [05.09.17]
A short look at our experience at the Reboot Develop conference in Dubrovnik, with a few do's and dont's that we learned the hard way.

Blog: Creating the audiovisuals in Streams of Nurture
by Gamasutra Community [05.09.17]
A blog post detailing the audiovisual development process of Streams of Nurture, a salmon aquaculture (fish farming) Ren'Py visual novel that I wrote, coded and designed throughout my senior year.
Art, Audio, Design

Korean giant Smilegate partners with Phaser Lock for VR debut
by Chris Kerr [05.09.17]
Korean game giant Smilegate is stepping into the world of virtual reality development with the help of Phaser Lock Interactive.†
VR, Business/Marketing

Using costume design to create cohesive worlds and compelling characters  
by Chris Kerr [05.09.17]
"A good costume language is going to help you so much. It'll help you with characterisation, and it'll make it quicker and easier to come up with new designs for secondary or background characters."
Art, Design

Blog: What makes a good game conference for indie devs?
by Gamasutra Community [05.09.17]
Industry conferences come in many shapes and sizes and people attend for wildly different reasons. This is an exploration of what makes a conference great for indie developers. Your mileage may vary.

War Child launches GameOn, a fundraising hub for game devs  
by Chris Kerr [05.09.17]
UK charity War Child has launched the GameOn hub to get more game companies involved in the fundraising process.

Blog: A postmortem of our first-person adventure, Leaving Lyndow
by Gamasutra Community [05.09.17]
Is a small game a better fundraising tool than a crowdfunding campaign? This postmortem takes a look at the six-month development of a very short first-person adventure game.
Design, Production

7 classic RPGs that inspired Cosmic Star Heroine 4
by Joel Couture [05.09.17]
Gamasutra talks to Robert Boyd and William Stiernberg of Zeboyd games about the different RPGs that inspired their new game Cosmic Star Heroine.
Console/PC, Indie, Art, Design, Video

Transparency is the key to Steam's discoverability problem, says Valve 8
by Alissa McAloon [05.08.17]
Dota 2's matchmaking system improved when Valve let players peek behind the curtain. Now, it hopes more transparency will do the same for Steam.
Console/PC, Business/Marketing