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May 26, 2017
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Learn about the future of VR and the design of Google Earth VR at VRDC Fall 2017!  
by Staff [05.17.17]
Notably, Intel VR czar Kim Pallister and a number of folks who worked on Google Earth VR will be speaking at VRDC Fall 2017 about what they've learned -- and how you can put those learnings to work.
VR, Design, Production, VRDC

Jagex to use SpatialOS world creation platform in future projects  
by Chris Kerr [05.17.17]
Runescape developer Jagex has partnered up with Imporbable with a view to using the company's cloud-based world creation platform SpatialOS in future projects. 
Production, Business/Marketing

Keywords acquires game engineering specialist GameSim  
by Chris Kerr [05.17.17]
Game tech service provider Keywords has acquired GameSim to take its first steps into the world of software engineering. 
Production, Business/Marketing

Obituary: Veteran programmer and developer John Tessin  
by Chris Kerr [05.17.17]
Veteran programmer and developer John Tessin has passed away after a battle with pancreatic cancer. 
Console/PC, Programming

Blog: Analyzing the strengths of Japanese games
by Gamasutra Community [05.17.17]
This updated post from 2013 offers an in-depth look at Japanese developers' approach to worldbuilding and characters.

Stellaris publisher Paradox Interactive opens new mobile studio  
by Chris Kerr [05.17.17]
Strategy specialist Paradox Interactive has opened a new studio that will focus solely on mobile development.
Smartphone/Tablet, Business/Marketing

Blog: Composing video game music to build suspense - Part 5
by Gamasutra Community [05.17.17]
Video game composer Winifred Phillips shares strategies from her GDC 2017 talk and discusses the power of using relative silence to increase suspense.
Audio, Production

Crafting the bizarre, off-kilter gameworld of Little Nightmares  
by Chris Priestman [05.17.17]
“We want it to feel like you could almost reach into the rooms and touch things, but maybe also wonder whether you should,” says Little Nightmare's's senior narrative designer Dave Mervik.
Console/PC, Indie, Design

Grasshopper's F2P PS4 game Let It Die surpasses 3 million downloads  
by Alex Wawro [05.16.17]
For comparison's sake, last month Sony reported that the total number of PlayStation 4 consoles sold to date was approaching 60 million worldwide.
Social/Online, Business/Marketing

Minecraft dev sacrifices Nirvana in-joke to save players' parrots 1
by Alex Wawro [05.16.17]
Here we are now, entertain us -- but please don't encourage us to unwittingly poison our pets.
Social/Online, Serious, Design

In the name of the algorithm, Valve nerfs Steam Trading Cards  
by Alex Wawro [05.16.17]
As part of its ongoing efforts to revamp Steam, Valve today outlined how the platform's Trading Cards system will be withheld from games until they reach a certain "confidence metric."
Console/PC, Indie, Business/Marketing

Video: Composing the music and sound of Hyper Light Drifter  
by Staff [05.16.17]
At GDC 2017, audio wizards Akash Thakkar and Rich Vreeland (aka Disasterpeace) opened up about how they found the right soundscape for Hyper Light over the course of 3 years and countless revisions.
Indie, Audio, Video, Vault

Get a job: Sony PlayStation is hiring a Sr. Programmer for VR  
by Staff [05.16.17]
Sony is looking for an ambitious, self-motivated Senior Programmer to help craft unique player experiences as a member of its Virtual Reality team in San Mateo, CA.
VR, Console/PC, Programming, Recruitment

How Prey's designers turned technical limitations into inspiration 3
by Alissa McAloon [05.16.17]
How do developers like Arkane Studios manage their own creative ambitions against the realistic limitations of game development?
Console/PC, Design, Video

Q&A: The indie curator behind the '1000 Game Makers' Twitter feed  
by Joel Couture [05.16.17]
"A big goal with all of my work is to demonstrate just how many videogames slip through the cracks," says Steve Cook, creator of the 1000 Game Makers thread on Twitter.
Indie, Business/Marketing

Blog: The rapidly changing landscape of accessibility for blind gamers  
by Gamasutra Community [05.16.17]
Accessibility for blind gamers is a tricky business. There's an under-served audience who want content, developers willing to offer it, yet an unnecessary technical barrier between all three.

Don't Miss: Injustice 2 and the balancing act of adding gear to a fighting game  
by Alex Wawro [05.16.17]
Take a look back at this conversation with Adam Urbano to find out why NetherRealm made anotherĘInjustice and what Urbano has learned about building a balanced, tournament-grade fighting game.
Console/PC, Design

Ubisoft says half of all its sales last year were digital  
by Alissa McAloon [05.16.17]
Both digital and back catalog sales are on the up for Ubisoft according to its latest financial results, with each making up 50 percent and 44.5 percent of its overall sales, respectively.
Console/PC, Business/Marketing

Blog: Some advice for game dev grads of 2017
by Gamasutra Community [05.16.17]
Entering a highly competitive, saturated workforce can feel like jumping into a void, but building productive habits can help you get closer to that dream job.

Consumer fatigue? Poor marketing? Paradox explains why Tyranny struggled to hit sales target 9
by Chris Kerr [05.16.17]
"Maybe it's that a lot of nostalgia fed into the initial bubble and that's why it's never gonna hit that peak again."
Console/PC, Business/Marketing