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April 18, 2019
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Blog: Developing a pixel bloodstain system 3
by Gamasutra Community [04.04.19]
Let’s talk about blood in video games, and the 2D pixel bloodstain system developed for a weird narrative experience called NetherWorld.
Programming, Design

Ubisoft ends production of Starlink toys following poor sales 2
by Chris Kerr [04.04.19]
"Despite the immense and continuous support from our players, the sales for Starlink: Battle for Atlas fell below expectations."
Console/PC, Production, Business/Marketing

How When Ski Lifts Go Wrong hits the right mix of blood and physics puzzles 1
by Jupiter Hadley [04.04.19]
Jonny Hughes, one of the developers behind comedic ski lift-building game When Ski Lifts Go Wrong, talks with Gamsutra about the design and development of this silly physics puzzler.
Indie, Design, Video

Event feedback leads Falcon Age devs to make combat optional  
by Alex Wawro [04.03.19]
It's a nice demonstration of how a studio can make their games more accessible to those who might like to play without the stress of being attacked.
Indie, Design

Video: How Media Molecule took Dreams from jam idea to playable game engine  
by Staff [04.03.19]
On the GDC 2019 Main Stage, Media Molecule cofounder Siobhan Reddy shares the story of how the studio's upcoming game Dreams evolved from game jam idea to full-blown playable game-making engine.
Console/PC, Design, Production, Video, Vault

China's frozen game approval process continues long thaw  
by Kris Graft [04.03.19]
China's long slog through foreign and domestic game approvals continues, as the number of games approved for release in the country since its content crackdown nears 1,000.
Console/PC, Social/Online, Business/Marketing

Get a job: Bohemia Interactive is looking for a Unity Programmer  
by Alissa McAloon [04.03.19]
Bohemia Interactive is looking for a dev familiar with C# and Unity to join its team in Prague.
Programming, Recruitment

Minecraft: Java Edition surpasses 30 million lifetime sales  
by Alissa McAloon [04.03.19]
While Minecraft has since split off into a couple of versions across multiple platforms, the original PC version of the game has now officially crossed 30 million lifetime sales.
Console/PC

Why HandCircus rebuilt the early iOS game Rolando for modern devices 1
by Alissa McAloon [04.03.19]
An interview with the dev team explores the preservation issues faced by mobile platforms and why devs sometimes need to adjust remasters to overcome rose-tinted nostalgia.
Smartphone/Tablet

Don't Miss: Bringing Deer Hunter from concept to retail in just three months  
by Staff [04.03.19]
In this reprint from the December 1998 issue of Game Developer magazine, programmer James Boer shares how parallel and efficient development turned an unlikely sports game into a best-seller in the late 90s.
Design, Production

Epic wants to leave the Epic Games Store exclusivity decision up to devs 6
by Alissa McAloon [04.03.19]
There had been some mention of not pursuing games that are already up on Steam to avoid controversy, but Epic says it still plans to offers devs on Steam the option to go Epic Games Store exclusive.
Console/PC, Social/Online

Civilization VI update brings cross-platform cloud saves to Steam and Switch  
by Alissa McAloon [04.03.19]
It’s a neat feature, but one that comes with a few caveats since the PC version of the game offers content not yet available on Switch.
Console/PC, Social/Online

Borderlands 3 will be a six-month Epic Games Store exclusive on PC  
by Chris Kerr [04.03.19]
The deal means Steam users will have to wait until April 2020 to get their hands on the game, which likely won't go down well in certain circles.
Console/PC, Business/Marketing

This War of Mine has topped 4.5 million sales and raised over $500k for charity  
by Chris Kerr [04.03.19]
The acclaimed survival game launched back in November 2014 on Windows PC, Mac, and Linux, but has since been brought to a variety of other platforms.
Console/PC, Smartphone/Tablet, Business/Marketing

Blog: An open world analysis of Breath of the Wild  
by Gamasutra Community [04.03.19]
Analyzing the open world design in The Legend of Zelda: Breath of the Wild to break down Nintendo's level design and use of topography to guide where the player goes.
Console/PC, Design

Flaregames founder launches Phoenix Games to give smaller devs a leg up  
by Chris Kerr [04.03.19]
"Being part of Phoenix will offer teams and their founders the chance to better compete with the industry’s biggest names by pooling their strengths."
Smartphone/Tablet, Production, Business/Marketing

'Roguelike' from another planet: The big ToeJam & Earl: Back in the Groove interview 2
by John Harris [04.03.19]
We speak with Greg Johnson, developer behind the original ToeJam & Earl games and the recently-released ToeJam & Earl: Back in the Groove about laid-back, funky games and roguelike design.
Console/PC, Indie, Design, Video

GameStop's fortunes fall amid declining sales of games and consoles  
by Alex Wawro [04.02.19]
Today GameStop reported a $673 million loss on $8.3 billion in global sales in its full-year earnings results, as sales of both new and pre-owned games and consoles declined year-over-year.
Console/PC, Business/Marketing

Humble Bundle cofounders step down because 'we're more startup kinda guys'  
by Alex Wawro [04.02.19]
This week Humble Bundle cofounders Jeffrey Rosen and John Graham confirmed they're giving up their leadership roles at the company (CEO and COO, respectively) as former Kixeye exec Alan Patmore takes the reins.
Console/PC, Indie, Business/Marketing

Video: Laralyn McWilliams on staying optimistic and creative in game dev  
by Staff [04.02.19]
At GDC 2019 veteran game dev Laralyn McWilliams gives a stirring, concise talk about practical ways to stay upbeat and fulfilled during a career in the ever-changing game industry.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Video, Vault