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March 30, 2017
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League of Legends dev: inclusivity in games 'just a reflection of Earth circa 2017' 4
by Alex Wawro [03.28.17]
"Having an openly gay character or punishing a player for calling another player a racial slur doesn't feel political to me," writes Riot's Greg Street. "It's just a reflection of Earth circa 2017."
Social/Online, Design

Obituary: Video game artist and System Era cofounder Paul Pepera 2
by Alex Wawro [03.28.17]
The team at Astroneer developer System Era announced today that studio cofounder Paul Pepera passed away yesterday due to undisclosed circumstances.
Indie, Art

Video: The decade-long evolution of Owlboy's striking art style  
by Staff [03.28.17]
At GDC 2017, D-Pad's Jo-Remi Madsen & Simon Stafsnes Andersen speak about how their vibrant 2016 game Owlboy was designed to look like it was 10 years' worth of work, rather than 10 years out of date.
Indie, Art, Video, Vault

Devs can now reply directly to user reviews on the Apple App Store  
by Alissa McAloon [03.28.17]
A recent iOS update gives developers the ability to reply directly to customer reviews on Apple's digital App Store storefront.
Smartphone/Tablet, Business/Marketing

Get a Job: Insomniac Games is hiring a Senior Designer  
by Staff [03.28.17]
Insomniac Games is looking for a passionate and experienced Senior Game Designer to design key components for games in Burbank, California.
Design, Recruitment

Don't Miss: Creating an adaptive narrative in Reigns 6
by Gamasutra Community [03.28.17]
"As soon as we weighted the decisions of the player with consequences on the 4 dimensions of power, we gave a lot of meaning to very simple swiping gestures." says Francois Alliot, creator of Reigns.
Smartphone/Tablet, Indie, Design

Blog: Instantiating a procedurally generated platformer in Unity  
by Gamasutra Community [03.28.17]
Last time we discussed how to randomly generate a two-dimensional array of values representing level tiles. The trick, of course, is to smoothly convert each of these chunks into actual Unity objects.
Programming, Design, Production

Final Fantasy XIV drops timed free trials in favor of a level cap 2
by Alissa McAloon [03.28.17]
Square Enix's ongoing massively-multiplayer online game Final Fantasy XIV is changing how it offers free trials for its monthly subscription-powered game.
Console/PC, Social/Online

Pokemon, Halo, and Donkey Kong among 2017 World Video Game Hall of Fame finalists  
by Alissa McAloon [03.28.17]
For the third year running, the Strong Museum of Play has announced the list of finalists vying for permanent recognition in the museum's World Video Game Hall of Fame.
Console/PC, History

Blog: A media coverage analysis of the Nintendo Switch launch  
by Gamasutra Community [03.28.17]
An analysis of the Switch launch and its media coverage. Can Nintendo recover from the Wii U's total lack of media appeal?
Console/PC, Business/Marketing

Blog: Competition is not the opposite of community 2
by Gamasutra Community [03.28.17]
We use survey data from 270,000 gamers to break down the common assumption that the appeal of 'competition' and 'community' are polar opposites, and we explore where this idea came from.
Design, Business/Marketing

Check out the handwritten game design doc for Asteroids 2
by Chris Kerr [03.28.17]
Ever wondered what a game design doc from the '70s looks like? Well wonder no more, because we've got our mitts on the original handwritten game plan for classic arcade shooter, Asteroids
Programming, Design

Apple veteran Michael Hillman is Oculus' new head of hardware  
by Chris Kerr [03.28.17]
Facebook brings in Apple product design veteran Michael Hillman to "set the strategy and execute on Oculus' consumer product roadmap."
VR, Business/Marketing

Blog: The fundamentals of pricing indie game marketing 5
by Gamasutra Community [03.28.17]
You’re getting ready to launch your next best indie game, and you want to know how much you should spend on marketing. This article offers some advice to set you on the right path.
Business/Marketing

Blog: Is Early Access really worth it? 10
by Gamasutra Community [03.28.17]
I've come to the end of my Early Access period and I'm wondering is it worth it, or is Early Access dead?
Production, Business/Marketing

Crafting the complex, chaotic ecosystem of Rain World 1
by Chris Priestman [03.28.17]
All of the creatures in Rain World have their own survival needs. Outside of the player's field of view, they're still alive, hunting food, getting into territorial fights, and finding new homes.
Console/PC, Indie, Design, Video

How a Mass Effect: Andromeda rock wound up in Star Wars Battlefront  
by Alex Wawro [03.27.17]
"It was a very good rock," Andromeda dev Scotty Brown tells Glixel, joking about an odd problem devs can encounter when two studios go to the same place to photogrammetrically capture terrain.
Console/PC, Art, Production

Zelda devs share their favorite Breath of the Wild bits  
by Alex Wawro [03.27.17]
"I really like the [shrine] where the floor is all bouncy and sends you whooshing up towards the ceiling," said Breath of the Wild dev Takuhiro Dohta in this brief roundtable chat with the game's leads.
Console/PC, Design, Video

Video: The dos and don'ts of game dev workplace design 1
by Staff [03.27.17]
At GDC 2015, game dev (and former architectural historian) Demetri Detsaridis examines why devs should think deeply about their workspace, and how they can improve it in order to improve their games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Video, Vault

Get a job: Skydance Interactive is hiring a Multiplayer Level Designer  
by Staff [03.27.17]
Skydance Interactive is looking for a Multiplayer Level Designer to craft visually striking multiplayer levels that take advantage of competitive FPS mechanics.
Design, Recruitment