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May 26, 2017
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Blog: The making of Streams of Nurture - Part IV
by Gamasutra Community [05.18.17]
A blog post detailing the general development process of Streams of Nurture, a salmon aquaculture Ren'Py visual novel that I wrote, coded and designed throughout my senior year in college.
Design, Production

Facebook doubles down on eSports with ESL partnership  
by Chris Kerr [05.18.17]
Leading eSports company ESL has signed a deal that will see it bring exclusive content to Facebook. 
Business/Marketing

Kona dev says the secret to success lies in creating something unique
by Chris Kerr [05.18.17]
"You have to create something that people want. I mean, it's an easy answer but it's tough to execute because there's a bunch of developers trying different things."
Console/PC, Business/Marketing, Video

Blog: A legal guide to music licensing contracts  
by Gamasutra Community [05.18.17]
In light of what happened with Alan Wake, this guide will explain written licenses to use that music, and walk you through some common terms found in those documents.
Audio, Business/Marketing

Blog: Little machines working together - Part 1 3
by Gamasutra Community [05.18.17]
In this post veteran programmer Niklas Gray looks at how to build a plugin system based on individual co-operating modules.
Programming

The art of the chase: Level design and player orientation in Outlast 2  
by Joel Couture [05.18.17]
Outlast 2 comes alive when players are being chased through the dark game world. “It has to feel chaotic, yet intuitive. When you make it too obvious, some players start to feel they’re on a track.”
Console/PC, Indie, Audio, Design, Video

Why Bungie overstaffed on Halo: to train its devs for Destiny  
by Alex Wawro [05.17.17]
"We needed to bring extra people on to Halo to train them up, ready [them] for Destiny," Bungie's Jonty Barnes tells Mashable. "We overstaffed because we were setting up the company for our future."
Console/PC, Production

Price, scarcity concerns drive a growing bootleg Amiibo scene  
by Alex Wawro [05.17.17]
Kotaku reports the bootleg Amiibo business is booming, in part because of price & scarcity. More notably, this means some speedrunners are relying on bootleg Amiibo to try for new records in games.
Console/PC, Business/Marketing

Take a look at the indie biz strategy that made Kona successful on Steam 1
by Bryant Francis [05.17.17]
It's not easy to launch an indie dev company, but the minds behind Kona gave us some tips while chatting on the Gamasutra Twitch channel.
Console/PC, Design, Video

Google announces support for standalone Daydream VR headsets  
by Emma Kidwell [05.17.17]
Google announced today it will be supporting standalone VR headsets for the Daydream platform which will not require a PC or phone, and use a new "Worldsense" positional tracking system.
VR, Smartphone/Tablet, Business/Marketing

Video: Designing conflict & high-tension moments in 'Secret Hitler'  
by Staff [05.17.17]
As part of GDC 2017's Board Game Design Day, dev Mike Boxleiter offers a postmortem look at his work co-designing Secret Hitler, a Kickstarted tabletop game with some interesting social mechanics.
Indie, Design, Video, Vault

Get a job: Disruptor Beam is hiring a Game Designer  
by Staff [05.17.17]
Disruptor Beam is looking for a game designer to join its team in Framingham and work with a team of producers, designers, engineers, product managers, and marketers to create free-to-play mobile games.
Smartphone/Tablet, Design, Recruitment

Prey designer Ricardo Bare's advice for prototyping is abstract but valuable  
by Alissa McAloon [05.17.17]
Prey's design lead breaks down one mentality game developers would do well to embrace if they want to create their own systems-based simulation games.
Console/PC, Design, Video

The Witcher source material to be adapted as a Netflix series 4
by Alissa McAloon [05.17.17]
The Witcher Saga, the novels on which CD Projekt Red’s The Witcher games were based, is being adapted into an episodic series by Netflix.
Console/PC, Business/Marketing

Don't Miss: How the Witcher devs turn ideas into actual game features  
by Staff [05.17.17]
Witcher developer CD Projekt Red opens its vest at GDC 2013 and shows you how it finds great ideas, picks which ones work best as game features and builds optimal production pipelines for them.
Console/PC, Design

Blog: Five suggestions for building a satisfying 4X endgame 2
by Gamasutra Community [05.17.17]
4X games often have unsatisfying endgames because their tactics-oriented mechanics get in the way. This article suggests some ways game designers can keep their games enjoyable from start to finish.
Programming, Design

Salvaging a dying F2P browser game by going premium  
by Thomas Faust [05.17.17]
Aquiris Game Studio acquired the rights to the browser FTP title Ballistic, and decided to revamp it as a premium game.
Console/PC, Indie, Design, Business/Marketing, Video

Blog: Why retro games aren't just about pixel art 3
by Gamasutra Community [05.17.17]
One developer explains why retro games aren't just about pixel art, offering some tips on how you can achieve a low-poly art style in Unity.
Art, Design

Oculus' latest developer portal changes are geared at addressing key complaints  
by Alissa McAloon [05.17.17]
Oculus has rolled out a series of website changes aimed at making its platform more user-friendly for developers.
VR

Learn how to make mystery games with the developer of Kona at 3PM EDT  
by Bryant Francis [05.17.17]
Come chat with Kona developer Alexandre Fiset today at 3PM EDT to learn more about surviving Kickstarter and making mystery games.
Console/PC, Design, Video