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May 26, 2017
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Don't Miss: A game design deep dive into Rocket League's rocket jumps 8
by Dave Hagewood [05.19.17]
Psyonix founder Dave Hagewood explains how Rocket League's "rocket boost" mechanic started as a simple nitro button and wound up becoming a critical part of the game's acrobatic high-level play.
Console/PC, Indie, Design, Production

A report from GaymerX Australia  
by Katherine Cross [05.19.17]
A report from GaymerX Australia. Liam Esler and Joshua Meadows brought the GX franchise to Australia just two years ago, but sadly 2017’s was (at least for now) the last one.
Console/PC, Indie, Design, Business/Marketing

How Kona's devs used the Canada Media Fund, and why they won't use it again 1
by Alissa McAloon [05.19.17]
What's it like to fund indie game development in Canada? For its game Kona, Parabole made use of one option Canadian game developers have at their disposal: the Canada Media Fund.
Console/PC, Indie, Production, Business/Marketing, Video

Chat with World to the West's lead designer today at 3PM EDT  
by Bryant Francis [05.19.17]
We're streaming World to the West and chatting with the game's lead designer today at 3PM EDT.
Console/PC, Design, Production, Video

SteamVR goes social with Second Life style update  
by Chris Kerr [05.19.17]
Valve's SteamVR virtual reality platform is being updated with a "home" social experience that'll let users interact in an online virtual world á la Second Life
VR, Console/PC

How World of Warcraft inspired Destiny's raids  
by Chris Kerr [05.19.17]
"The feelings that matter from cooperative gameplay are those around other people making things easier. It's about being able to see the impact everyone has on the success and failure of the group."
Console/PC, Design

Blog: What can game devs learn from Dungeons & Dragons?
by Gamasutra Community [05.19.17]
I always wanted to play D&D but never got the chance. Now that I finally started watching D&D videos and running my own campaign as a DM, I'm discovering valuable lessons about designing video games.

Conservative party's immigration policy could hurt UK game devs, warns UKIE 1
by Chris Kerr [05.19.17]
"As a fundamentally global industry, games businesses will always need to source and compete globally for this top talent."

How Scanner Sombre immerses players in a pitch-black cave: sound and lasers 1
by Jack Yarwood [05.19.17]
Inspired in part by a Radiohead video, Scanner Sombre has players explore a cave using a LIDAR sensor . "My aim was to put the player in an environment that perhaps they'd never seen before.”
Console/PC, Indie, Art, Audio, Design, Video

Mario Kart 8 Deluxe devs patch out potentially obscene taunt 16
by Alex Wawro [05.18.17]
This is a good reminder that gestures and messages which appear in your game can be interpreted differently in different parts of the world -- sometimes with offensive results.
Console/PC, Business/Marketing

Inside cleans up at the 2017 Nordic Game Awards  
by Alex Wawro [05.18.17]
The long-running Nordic Game Awards took place this week in Sweden, and Playdead stood out among the nominees by taking home Game of the Year and a few other awards for its 2016 game Inside.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Bungie's Destiny 2 will be the first non-Blizzard game sold on  
by Alex Wawro [05.18.17]
Destiny developer Bungie today confirmed the sequel is expanding beyond consoles to launch on PC -- but not on Steam. Instead, it will be first non-Blizzard game sold through
Console/PC, Business/Marketing

How a single dev turned a side project into a successful sailing sim 1
by Alex Wawro [05.18.17]
Richard Knol once wrote software for golf courses. Now he's a full-time indie with a game on Steam (Sailaway), and in a chat today with Gamasutra he opens up about how (and why) he made the switch.
Indie, Design, Production, Video

Video: How Ensemble Studios crafted the terrain of Halo Wars  
by Staff [05.18.17]
In this classic GDC 2009 talk, former Ensemble Studios developer Colt McAnlis provides a programming-driven look at how the studio built terrain for a console strategy game like Halo Wars.
Console/PC, Programming, Design, Video, Vault

Get a job: Playwing is hiring a Gameplay Programmer  
by Staff [05.18.17]
Playwing is looking for a talented Gameplay Programmer to implement gameplay features, fine-tune controls, and more as a member of its team in Montreal, Canada.
Smartphone/Tablet, Programming, Recruitment

Don't Miss: Tackling real-world problems through game design in Life is Strange  
by Staff [05.18.17]
When is it appropriate to tackle real-world issues in games? How can game designers do so effectively, and respectfully?
Console/PC, Design

Google unveils Tango-based Visual Positioning System  
by Emma Kidwell [05.18.17]
Google has announced the Visual Positioning Service, a new augmented reality service that essentially brings the functionality of Google Maps indoors.
VR, Smartphone/Tablet

Life is Strange has sold over 3M copies  
by Alissa McAloon [05.18.17]
In addition to announcing that a sequel is in the works, Dontnod Entertainment has revealed that its episodic game Life is Strange has sold over 3 million copies.
Console/PC, Business/Marketing

Come Sailaway with us and dev Richard Knol at 3 PM ET on Twitch!  
by Alex Wawro [05.18.17]
Sailaway dev Richard Knol is an avid sailor, and he's agreed to join us on Twitch today at 12 PM Pacific/ 3 PM Eastern to chat about his work on the game as we play and try not to sink any boats.
Indie, Design, Production, Video

This week in video game blogging: When the character is the story  
by Critical Distance [05.18.17]
This week, our partnership with games blogging curation site Critical Distance brings us picks from their Senior Curator Zoyander Street on player-characters and worldbuilding.