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March 30, 2017
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EVE Online devs cause a kerfuffle over in-game currency revamp 1
by Alex Wawro [03.21.17]
What's interesting here is not so much that people on the Internet are mad about something, but what they're mad about: the destruction of currency.
Social/Online, Business/Marketing

Overwatch devs ponder the prospect of adding a map editor
by Alex Wawro [03.21.17]
The devs working on Overwatch want to get the players making maps, according to game director Jeff Kaplan, but they expect it's going to be a lengthy process given the game's new engine tech.
Console/PC, Social/Online, Design

Get a job: Sucker Punch is hiring a Level Designer  
by Staff [03.21.17]
Sucker Punch is looking for a Level Designer with a passion for creating compelling layouts to shape environments and gameplay and create meaningful player experiences in Bellevue, Washington.
Design, Recruitment

Studying game dev? The AIAS Foundation is offering three $2.5k scholarships  
by Alissa McAloon [03.21.17]
If you're starting your second year of college or are enrolled in graduate school, take a look at these three game development scholarships being offered for the 2017-18 academic year.
Programming, Art, Audio, Design, Production, Business/Marketing

Video: From indie to Fable and back -- 30 years of game dev 'wisdom'  
by Staff [03.21.17]
At GDC 2017's Independent Games Summit, veteran developer Dene Carter shared a few of the many lessons he'd learned in 30 years of making games, from Druid to Fable to Spellrazor.
Console/PC, Indie, Design, Production, Video, Vault

Blog: The truth about growing indie communities that GDC missed 2
by Gamasutra Community [03.21.17]
At GDC 2017, the session "Beyond the Install: Building Robust Communities on Mobile," Andrew Stalbow agreed that community building is the best marketing you'll ever do. But, how do you handle trolls?
Indie, Business/Marketing

Heads up, devs: New travel restrictions bar electronics on some U.S.-bound flights  
by Alissa McAloon [03.21.17]
Due to new travel restrictions, some international developers headed into the U.S. won't have access to laptops, cameras, or game consoles in the flight cabin.
Serious

Australia's restrictive video game ratings discourage innovation, says senator 3
by Alissa McAloon [03.21.17]
"Every signal we send to the gaming community in this country is of censorship, disapproval, and discouragement," said David Leyonhjelm of the Australian Liberal Democratic Party.
Console/PC, Production

YouTube's restricted mode is hurting video game channels and LGBT content creators 1
by Chris Kerr [03.21.17]
YouTube has been called out by members of the games industry and LGBT community after a number of content creators noticed their videos were being hidden by the platform's restricted mode algorithm.
Business/Marketing

PAX East Report: Games from around the world  
by Katherine Cross [03.21.17]
Here are three of the most intriguing non-American/non-Japanese games Gamasutra contributor Katherine Cross saw at PAX East.
Console/PC, Indie, Art, Design

Blog: Revisiting GDC 2015 - Monetization, retention, and design  
by Gamasutra Community [03.21.17]
Sometimes it's useful to revise the "wisdom of the past". The post contains list of GDC presentations that touch fields of monetization, retention and game design in genral.
Design, Business/Marketing

Nintendo seals victory in 3DS tech lawsuit  
by Chris Kerr [03.21.17]
Nintendo's legal battle against Tomita Technologies, which alleges the Japanese console maker had used its patented 3D display tech without permission, has been laid to rest for good.†
Console/PC, Business/Marketing

Blog: Building a simple procedurally-generated platformer 7
by Gamasutra Community [03.21.17]
An example of an algorithm we might use to procedurally generate simple "endless runner" levels.
Design, Production

Blog: An iterative approach to quest design 4
by Gamasutra Community [03.21.17]
Creating quests with branching narratives for open world games is no simple task. By applying a simple iterative method, you can save yourself from many problems later on in the process.
Design, Production

Clash Royale's card balancing guru leans less on metrics, more on design intuition 13
by Kris Graft [03.21.17]
"We tend to put stuff in that we tested to see how it feels. Then test it again, and so forth. Thatís one of the core benefits. Itís not like I take something I designed, like a unit, then hand it over." - Stefan Engblom of Supercell
Console/PC, Design

Dwarf Fortress dev: 'It's kind of funny, we never achieved our original goals'  
by Alex Wawro [03.20.17]
"This random side project suddenly becomes our fantasy game," Dwarf Fortress co-creator Tarn Adams told PC Gamer, reflecting on the game's development. "And it's been strange to adapt to that."
Console/PC, Indie, Design

Gamasutra examines the highs, lows of Mass Effect: Andromeda's early hours 1
by Bryant Francis [03.20.17]
Take a ride with the Gamasutra crew as we explore the depths of space in Mass Effect: Andromeda.
Console/PC, Production, Video

Nier: Automata devs lend their voices to the game's soundtrack  
by Alex Wawro [03.20.17]
Composer Keiichi Okabe shares a quick bit of interesting trivia: one of Automata's tracks includes a choir featuring a number of the game's devs, including game director Yoko Taro and Okabe himself.
Console/PC, Audio

What makes a great in-game loot box? Devs weigh in 2
by Alex Wawro [03.20.17]
"We wanted it to be this festive Christmas experience," Halo 5 dev Christopher Bloom tells Kotaku. "But you can't do it all the time or you lose the specialness."
Console/PC, Social/Online, Design, Business/Marketing

Don't Miss: Castlevania's Koji Igarashi on what makes a great Metroidvania 1
by Staff [03.20.17]
Castlevania: Symphony of the Night was released 20 years ago today, and to mark the occasion we highlight this timeless talk by game director Koji Igarashi on the evolution of the game's genre.
Console/PC, Design