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May 26, 2017
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Departed Kerbal Space Program devs now work at Valve  
by Alex Wawro [05.22.17]
UPDATE A number of the Kerbal Space Program developers who departed KSP studio Squad in 2016 now work at Valve, according to former Valve staffer Roger Lundeen.
Console/PC, Business/Marketing

Video: Lessons learned making Ark: Survival Evolved in Early Access  
by Staff [05.22.17]
At GDC 2017, Studio Wildcard's Jeremy Stieglitz and Jesse Rapczak speak at length about Ark: Survival Evolved's dev strategy for Early Access on Steam, as well as Xbox and PlayStation 4.
Indie, Design, Production, Video, Vault

Rockstar delays Red Dead 2 to 2018, giving devs more breathing room this holiday 2
by Alex Wawro [05.22.17]
Citing a need for "some extra time", Rockstar's delay means one less highly-anticipated game launching this holiday season, a period that's typically packed to the brim with high-profile releases.
Console/PC, Business/Marketing

Get a job: Insomniac Games is hiring a FX Artist  
by Staff [05.22.17]
Insomniac Games is looking for a talented artist to create effects to work and assist in gameplay, environment, and the cinematics of its games as a member of its team in Burbank, CA.
Art, Recruitment

Valve's ownership of Dota 2 is set to be decided by a jury 13
by Alissa McAloon [05.22.17]
A jury is gearing up to settle a lawsuit involving Valve, Blizzard, uCool, and Lilith Games over the legality of games created in the Dota universe and Valve's ownership of the IP itself.
Console/PC, Production

Don't Miss: How VR devs are tackling locomotion in virtual space 14
by Staff [05.22.17]
For all the freedom we imagine VR can provide, there's still a significant confining factor: the amount of real-life physical space around you. Here's how devs are tackling the issue of locomotion in VR.
VR, Design

The early games and tech that inspired a generation of game devs 1
by Alissa McAloon [05.22.17]
Polygon sat down with over a dozen long-time game creators to explore how their childhood fascinations with coding, early video games, and board games led to their now prolific careers in game dev.
Console/PC, Indie, Programming, Design

Blog: Does your video game have too many words? 10
by Gamasutra Community [05.22.17]
If your game has 100,000 words, you could have done the same thing more effectively with 50,000. If your game has 500,000 words, you could have done better with 150,000. Here's how.

Blog: Next-gen cel shading in Unity 5.6 5
by Gamasutra Community [05.22.17]
Our best chance to get a PBR friendly cel shading art style in Unity 5.6 was by creating a new deferred shader and a custom BRDF function. Here are the steps we took to get it working.
Art, Design

How Alexis Kennedy is writing the next Dragon Age  
by Chris Kerr [05.22.17]
"One day will be breaking the story on the whiteboard wall for a proper scrawly arrows serial killer effect. Then it's one day creating a skeleton of the quest with placeholder text in the editor."
Production, Business/Marketing

Keyword expands art service line-up with $6M Strongbox purchase
by Chris Kerr [05.22.17]
Game service provider Keywords has been splashing the cash again, this time picking up art asset specialist Strongbox for $6 million. 
Art, Production, Business/Marketing

Why creating an internal wiki could do more harm than good 4
by Chris Kerr [05.22.17]
"I guess when the company gets bigger I'll have to establish wikis and make those kind of things. But you know it's very uninspiring to actually go and read a wiki."
Console/PC, Production, Video

Blog: How we designed a third-person VR experience
by Gamasutra Community [05.22.17]
The challenges of developing our first VR game. Theseus is a third person experience, so how did we approach cameras and UI?
VR, Design

Aaero designers agonized over being 'too Rez-like' 1
by Joel Couture [05.22.17]
The makers of the indie rhythm action game Aaero initially resisted making a necessary change to how shooting worked in their game because they didn't want to be accused of being "too 'Rez-like.'"
Console/PC, Indie, Art, Audio, Design, Video

Video Game Deep Cuts: Gnog Bunnies Love Snipperclips  
by Gamasutra Staff [05.22.17]
This week's best longread/standout articles & videos about games include Gnog's quirky gameplay, Second Life bunny tragedy, and Snipperclips' surprising third-party story, among others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

There's now 45 million people gabbing about games on Discord  
by Bryant Francis [05.19.17]
The chat app company is reporting a total of 45 million users are now present on its platform, with an average of 8.9 million people logging in each day.
Console/PC, Business/Marketing

How Rain Games built on Teslagrad's fiction to make World to the West  
by Bryant Francis [05.19.17]
Catch up on our conversation with the lead designer of Teslagrad and World to the West about building on indie success.
Console/PC, Design, Video

Get a job: Be a UI Artist at Telltale Games  
by Staff [05.19.17]
Minecraft: Story Mode dev Telltale Games in San Rafael, CA seeks a UI artist to design, create and implement user interfaces across multiple platforms and languages.
Console/PC, Art, Design, Recruitment

Video: We failed at publishing competitive games so you don't have to  
by Staff [05.19.17]
At the GDC 2017 eSports Day Iron Galaxy chief Dave Lang showcases how the company tried (and mostly failed) to form a "competitive games" publishing label, sharing lessons learned along the way.
Console/PC, Indie, Business/Marketing, Video, Vault

Why Chinese industrial firms are snapping up game studios: 'You can buy profit' 2
by Alex Wawro [05.19.17]
Curious devs may appreciate a recent Bloomberg feature digging into why, exactly, Chinese industrial firms (specializing in everything from mining to chickens) are buying Western game companies.
Console/PC, Smartphone/Tablet, Business/Marketing