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February 24, 2017
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Gabe Newell discusses the downsides of working at Valve 27
by Alex Wawro [02.17.17]
"There are plenty of great developers for whom this is a terrible place to work," Newell said. "People at Valve have to get used to working without a safety net."
Console/PC, Production

Blog: Building a scalable online game with Azure, part 1 10
by Gamasutra Community [02.17.17]
In this blog series, I'm walking you through the basics of getting your gaming backend up and running in the cloud and storing your player data in a scalable cloud storage.
Design, Production

Why there are 'no shortcuts' to making people care about your game's characters 3
by Bryant Francis [02.17.17]
Learn how you can put trust in your players to grow attached with your characters at this year's GDC.
Console/PC, Design, Video

Get a job: Skydance Interactive is hiring a 3D Artist  
by Staff [02.17.17]
Skydance Interactive is looking for a talented 3D Artist to work on both character and environment pieces for the multiplayer FPS, PWND.
Art, Recruitment

What can game devs do to revitalize the roleplaying game genre? 9
by Alissa McAloon [02.17.17]
Roleplaying games have come a long way in the past decade alone, but some developers believe that the genre needs to keep innovating if it’s to reach its full potential.
Design

Don't Miss: Teaching players without using words 11
by Max Pears [02.17.17]
In this 2016 blog post, Ubisoft technical level designer Max Pears explores different methods of explaining game mechanics to players without writing explicit, wordy instructions into a game.
Design

Longtime Valve writer Erik Wolpaw leaves company 3
by Kris Graft [02.17.17]
Erik Wolpaw, best known as one of the more prominent writers at Half-Life and Steam house Valve Software, is leaving the company.
Design, Business/Marketing

Paradox set to eye 'interesting acquisitions' following strong 4th quarter  
by Alissa McAloon [02.17.17]
The publisher closed out the fourth quarter of its fiscal year with steady increases in both revenue and operating profit, leaving the company in a position to take on new investments and acquisitions.
Business/Marketing

Watch these 10 devs compete to pitch their game the best at GDC 2017  
by Staff [02.17.17]
From Tourmaline to Digital Dreams Entertainment, these ten GDC Play developers have been chosen to compete in front of a panel of judges to make the best game pitch during the all-new GDC Pitch at GDC 2017!
Indie, Business/Marketing, GDC

Get cutting-edge graphics tips from Nvidia, Ubisoft and more at GDC 2017  
by Staff [02.17.17]
GDC 2017 organizers are offering an early look today at the scope and ambitions of the Advanced Graphics Techniques Tutorial Day that will help kick off the conference later this month.
VR, Console/PC, Programming, Art

Ask Mafia III's Harrison Pink about writing great characters at 3PM EST  
by Bryant Francis [02.17.17]
If you have questions about how to get players attached to your game's characters, we're chatting with Hangar 13 game developer Harrison Pink today at 3PM EST.
Console/PC, Design, Video

At GDC 2017, Sony digs into how to design games for the PSVR Aim controller  
by Staff [02.17.17]
At GDC 2017, Sony's Richard Marks and Tom Bruckbock will join the devs of VR shooter Farpoint to dive into the world of VR game development utilizing the gun-shaped PS VR Aim Controller.
VR, Design, GDC

Valve patches major Team Fortress 2 bug after a decade  
by Chris Kerr [02.17.17]
Valve has finally patched a 10-yea-old Team Fortress 2 bug that caused client and server hitboxes to fall out of sync. 
Console/PC, Production, Video

Blog: How 'games as service' delayed Owlboy for nearly a year 5
by Gamasutra Community [02.17.17]
In this post, Jo-Remi Madsen of D-Pad Studio (Owlboy, Savant - Ascent) writes how 'games as service' ended up delaying Owlboy for a long period of time, due to maintaining their first minor title.
Design, Business/Marketing

Finding the fun when developing licensed games  
by Chris Kerr [02.17.17]
"My whole philosophy when it comes to working on projects is to find something you enjoy about the project you're working on and make it great."
Production, Business/Marketing

Blog: Dissecting the horror of Far Cry 2 3
by Gamasutra Community [02.17.17]
Some thoughts on how narrative and design elements in Far Cry 2 come together to create a very powerful experience.
Console/PC, Design

Road to the IGF: The Molasses Flood's The Flame in the Flood  
by Joel Couture [02.17.17]
The Flame in the Flood takes players on a river raft journey across the backwaters of a post-societal USA, tasking them with surviving the wildlife, natural disasters, and rapids of their journey.
Console/PC, Indie, Art, Design, Video, IGF

Keywords drops $1.49M on visual effects studio, Spov  
by Chris Kerr [02.17.17]
Video game tech service provider Keywords Studios has acquired visual effects and graphics outfit Spov for $1.49 million. 
Art, Design, Business/Marketing

Alt.Ctrl.GDC Showcase: Studio Bruyant's Super Brin  
by Joel Couture [02.17.17]
Super Brin will have the player throwing a ball to hit targets. That throw begins in the real world, and the properties of that throw then shift into the digital space of the game. 
Console/PC, Indie, Design, Video

Blog: Keeping horror gaming fresh 1
by Gamasutra Community [02.17.17]
Frictional Games' low-combat stealth model permeates contemporary horror, but what's next for the genre?
Design