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February 24, 2017
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InnoGames picks up Warlords from Wooga to continue mobile expansion  
by Chris Kerr [02.23.17]
"Warlords represents a very good fit to our overall games portfolio, and is another important step in our transition to mobile."
Smartphone/Tablet, Business/Marketing

Blog: Art tips for building believable forests 4
by Gamasutra Community [02.23.17]
I've made quite a few forests over the years, and I've learned a few things you might consider to make your game forests more believable.
Art

IO Interactive studio head leaves Hitman dev after seven years  
by Chris Kerr [02.23.17]
"I am going to miss Denmark, the games we worked on, the studio itself, and most of all the people."
Business/Marketing

Blog: VR game development problems, and how we fixed them  
by Gamasutra Community [02.23.17]
VR game development is not exactly the same as traditional game development. We created SMU Guildhall's first VR game and encountered our fair share of problems. Here's what we did to fix them.
VR, Design, Production

FIFA 17 matches to be broadcast live on TV for the first time ever  
by Chris Kerr [02.23.17]
Professional FIFA 17 matches will be broadcast live on British television for the very first time, marking another milestone moment in the history of eSports. 
Business/Marketing

Blog: How to fill your days as full time indie 8
by Gamasutra Community [02.23.17]
The first in a series of blogs showing the process behind game development from a 13-year full-time indie dev, covering everything from keeping dedicated to the work to running your own business.
Production, Business/Marketing

How John Romero created the tile editor behind Wolfenstein and Rise of the Triad 2
by Gamasutra Community [02.23.17]
John Romero talks to David Lightbown about TEd, the tile editor he created that would eventually be used to ship 33 titles including the Wolfenstein series, Rise of the Triad, and many more.
Console/PC, Programming, Design

When you should - and shouldn't - be making your game in VR  
by Kris Graft [02.22.17]
For Ted Price, CEO of Ratchet & Clank studio Insomniac Games, the move into VR is one fraught with challenges, but the payoff could be considerable.
VR, Business/Marketing

Ongoing SAG-AFTRA strike raises fresh questions about game dev unions 2
by Alex Wawro [02.22.17]
"What if actors get royalties and the programmers don't? You can imagine what that could trigger," composer Tommy Tallarico told Motherboard. "The reality is that it should."
Serious

GDC 2017 is next week! Follow along on Gamasutra's official event page  
by Staff [02.22.17]
Game Developers Conference 2017 is just around the corner, and Gamasutra reporters will be onsite bringing you loads of stories. Follow along on our event page here!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Watch Double Fine devs work out how to make Psychonauts work in VR  
by Alex Wawro [02.22.17]
"VR, it amps up the difficulty of anything," Double Fine's Tim Schafer says in a 2PP Rhombus of Ruin mini-doc. "We realized we were going to have to design puzzles that were more forgiving."
VR, Indie, Design, Production, Video

Get a job: thatgamecompany is hiring a Graphics Engineer  
by Staff [02.22.17]
Santa Monica-based thatgamecompany is looking for a Graphics Engineer to deliver the kind of visual spectacle and rich moment-to-moment feedback that helped define the studio's previous game, Journey.
Indie, Programming

Round 2 of Project Discovery seeks to use Eve Online to discover actual planets  
by Alissa McAloon [02.22.17]
Eve Online’s latest foray into crowdsourced, citizen science uses in-game player exploration data to advance real-world efforts seeking to discover planets beyond our solar system.
Console/PC, Social/Online

Take your career in games to the next level at GDC 2017!  
by Staff [02.22.17]
GDC is happening next week, and show officials want to remind you about the great career growth and networking opportunities attendees can take advantage of at the show!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, GDC

How Overwatch's bleak beginnings turned into positivity and inclusiveness 6
by Kris Graft [02.22.17]
Blizzard’s online shooter hit Overwatch is unlike other shooters in that it’s injected with a lot of whimsy, but the game’s fantastic and joyful nature was born out of a bleak situation.
Design

Lumberyard 1.8 introduces toolset to simplify cloud-based features  
by Alissa McAloon [02.22.17]
The 1.8 beta update hit Amazon’s Lumberyard game engine today and brought with it a new tool centered around making it easier for devs to include cloud-based features in their games.
Console/PC, Programming, Production

Alt.Ctrl.GDC Showcase: SetApp's The Heist  
by Joel Couture [02.22.17]
The Heist has two players working together to rob a bank -- one in VR navigating the bank, and the other hitting switches and connecting cords on a control panel, trying to help the VR player along.
VR, Indie, Design, Video

Don't Miss: The game developer's toolbox (for students) 6
by Gamasutra Community [02.22.17]
In this 2016 blog post, Anna Jenelius runs through some useful game development basics that both fledgling and veteran game developers should keep in mind if they avoid potentially progress-killing pitfalls.
Indie, Design, Production

Watch the trailer for the 2017 Game Developers Choice Awards!  
by Staff [02.22.17]
From Campo Santo to id to Owlchemy Labs, come and watch some of the 17th Annual Game Developers Choice Awards nominees extend a personal invitation to watch the show live during GDC 2017 next week!
VR, Console/PC, Indie, Video, GDC

Maximizing the impact of procedural personalities 4
by Gamasutra Community [02.22.17]
Game designer Tanya Short delves into the relationship between reasoning and behavior in procedurally generated AI personalities, and makes a few practical suggestions for an improved player experience.
Design