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April 24, 2018
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Blog: Why Fortnite will fall, but battle royale will rise on mobile 6
by Gamasutra Community [04.17.18]
I believe key factors will limit the long-term sustained growth and success of Fortnite on mobile, and this is why.
Smartphone/Tablet, Business/Marketing

Blog: Understanding the role of music in VR 2
by Gamasutra Community [04.17.18]
Video game composer Winifred Phillips shares ideas from her GDC 2018 talk and discusses the notion of presence, and positional audio technologies.
VR, Audio

U.S. iPhone users spent an average of $58 on apps and IAPs in 2017  
by Chris Kerr [04.17.18]
U.S. iPhone users spent an average of $58 on in-app purchases and premium apps in 2017, with the growing number of free-to-play mobile games pulling in the bulk of that cash. 
Smartphone/Tablet, Business/Marketing

Blog: Working with pixel art sprites in Unity - Part 2 2
by Gamasutra Community [04.17.18]
The second part of my ongoing series about building an alternative workflow for working with pixel art in Unity. This time I go over how I easily define and play 2D sprite animations in script.
Art

Reversing the sunk cost fallacy: Devs recount what shouldn't have been cut 2
by Richard Moss [04.17.18]
"We should abandon that feature, even though we've sunk so much time and efort into it!" Sometimes this is the right call, but other times, maybe not -- as these dev stories suggest.
Console/PC, Indie, Design, Production

Ex-Crystal Dynamics chief joins Microsoft Studios exec team  
by Alex Wawro [04.16.18]
Microsoft Studios chief Matt Booty announced this morning (via Twitter) that the division will soon have a new face at its executive leadership table: game industry vet Darrell Gallagher.
Console/PC, Business/Marketing

Video: Building a community around PlayerUnknown's Battlegrounds  
by Staff [04.16.18]
In this 2018 GDC session, PUBG Corp's Sammie Kang explains how PlayerUnknown's Battlegrounds communicated with a small player base since its pre-alpha test phase.
Console/PC, Business/Marketing, Video

Google Play under investigation by South Korea's FTC over market abuse  
by Emma Kidwell [04.16.18]
South Korea's Fair Trade Commission is investigating Google Play after claims that the mobile marketplace used its position to pressure game devs into publishing titles through Google Play only.
Smartphone/Tablet, Business/Marketing

HTC releases development kit for Vive Pro front-facing cameras  
by Emma Kidwell [04.16.18]
HTC announces the SRWorks SDK, a development kit for the front-facing cameras on the Vive Pro.
VR, Design

Get a job: Mothership Entertainment is hiring a Sr. Engineer  
by Staff [04.16.18]
Austin-based Mothership Entertainment is seeking an experienced Senior Engineer help develop, maintain, and optimize the next game in the Aven franchise.
Programming, Recruitment

Dwarf Fortress is giving its dwarves the ability to form (and dwell on) memories 1
by Alissa McAloon [04.16.18]
An upcoming update diminishes the 'overbearing' effect of alcohol in-game and gives each little dwarf memories, and the ability to be traumatized by them.
Console/PC, Indie

Don't Miss: Making Hellblade an indie game with AAA values  
by Staff [04.16.18]
How does a team of 15 work to create a game with AAA production standards? British indie studio Ninja Theory is figuring that out, as cofounder Tameem Antoinades explains in this GDC Europe 2015 talk.
Console/PC, Indie

Ex-Scopely, EA devs form Ordinal Games mobile studio  
by Alissa McAloon [04.16.18]
A pair of devs previously hailing from EA and Scopely teams have partnered up to form a new game studio, focused specifically on creating narrative-focused free-to-play mobile games.
Smartphone/Tablet

Terraria spin-off canned after three years in development 1
by Chris Kerr [04.16.18]
Terraria: Otherworld has been canned by developer Re-Logic after the studio realized the title wasn't going to reach its potential in "any sort of reasonable time or fashion."
Console/PC, Production, Business/Marketing

Sega entering micro-console biz with Mega Drive Mini 2
by Chris Kerr [04.16.18]
Sega is getting in on the mini-console act with the Mega Drive Mini, a bite-sized reimagining of its classic 16-bit home console not too dissimilar from Nintendo's shrunk down SNES and NES Classics. 
Business/Marketing

Blog: Riddle of the Sphinx and the search for complex design 1
by Gamasutra Community [04.16.18]
An excerpt from '21 Unexpected Games to Love for the Atari VCS' exploring how Riddle of the Sphinx paved the way for more complex game design.
Design

Procedurally generating enemies, places, and loot in State of Decay 2  
by Alan Bradley [04.16.18]
Undead Labs devs chat about how they distribute gear, materials, and enemies in State of Decay 2 in a way that feels interesting and intentional -- without having to do all of the grunt work by hand.
Console/PC, Design

Video Game Deep Cuts: Dancing Below The Ceiling?  
by Gamasutra Staff [04.15.18]
This week's highlights include an update on Capy's much-discussed Below, how Valve gets you to look up in their first-person shooters, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Watch us play Where the Water Tastes Like Wine with the lead dev  
by Bryant Francis [04.13.18]
The Gamasutra editorial team sits down to discuss the fate and fortune of Dim Bulb Games after launching Where the Water Tastes Like Wine.
Console/PC, Design, Video

Okage: Shadow King or Satan King? How tricky terms get translated in games 3
by Alex Wawro [04.13.18]
"In English we don’t have a solid, common equivalent of maō or daimaō," writes translator Clyde Mandelin. "But you can’t just ignore the words when translating, so you have to come up with something."
Console/PC, Production