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May 27, 2017
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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.
Business/Marketing

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

Obituary: Solidus Snake voice actor John Cygan  
by Chris Kerr [05.16.17]
Veteran actor John Cygan, the man Metal Gear fans will remember as the voice of Solidus Snake, has passed away after a long battle with cancer
Console/PC

Sega plans to revive 'major' franchises by 2020 1
by Chris Kerr [05.16.17]
In a new "Road to 2020" corporate presentation, the company outlined a number of business strategies it believes will boost revenue in the long-run.
Console/PC, Business/Marketing

Blog: Effectively showcase your game with these 7 tips
by Gamasutra Community [05.16.17]
Showcasing your game is always an adventure, even more so if you're an indie dev. Here are 7 tips we wish we knew when we started showcasing our games.
Business/Marketing

Mortal Kombat co-creator Ed Boon on reinventing fighters for home consoles 2
by Chris Kerr [05.16.17]
"The first game had four people on the team, and now we have about 200. We were making that game for arcades, it was completely different hardware."
Business/Marketing

Blog: Writing a match-3 game in Unity
by Gamasutra Community [05.16.17]
An overview of how to build a match-3 game in Unity and detect matches in C# code.
Programming

Blog: Moving beyond score systems in strategy games
by Gamasutra Community [05.16.17]
Strategy game designers should start thinking about alternatives to "score systems" for their games. Here I talk about why we use them, what their weaknesses are, and how we can move beyond them.
Design

With a legal win against Oculus, ZeniMax turns to a new target: Samsung's Gear VR 2
by Alex Wawro [05.15.17]
3 months after winning an award of $500 million in its lawsuit against Oculus VR, ZeniMax Media is setting its sights on another target: Samsung, and its Oculus-powered Gear VR headset.
VR, Smartphone/Tablet, Business/Marketing

Obituary: Arcana Heart developer Tohru Sakurai  
by Alex Wawro [05.15.17]
Word is spreading today that writer and game developer Tohru Sakurai, best known in the game industry for his work on the Arcana Heart fighting games, has passed away.
Console/PC, Business/Marketing

Video: Building Beauclair for The Witcher 3's Blood and Wine DLC  
by Staff [05.15.17]
At GDC 2017 CD Projekt Red's Kacper Niepokolczycki breaks down the process of creating the digital city of Beauclair, capital city of The Witcher 3: Wild Hunt's Blood & Wine DLC.
Console/PC, Art, Design, Video, Vault

Get a job: Blue Isle Studios is hiring a Gameplay Programmer 1
by Staff [05.15.17]
Blue Isle Studios is seeking a talented and enthusiastic gameplay programmer to build open world multiplayer games as a member of its team in Toronto.
Console/PC, Programming

All 15,000 'fan passes' to E3 have been sold  
by Alissa McAloon [05.15.17]
In its first year offering admission to the general public, the ESA has completely sold out the 15,000 passes it was offering to consumers for this year’s event.
Business/Marketing

Don't Miss: Tactical level design - Understanding space in games 16
by Luke McMillan [05.15.17]
PhD and game educator McMillan examines how POV affects players, showcasing a variety of gameplay scenarios and different tactical choices players may be confronted with in this timeless 2012 feature.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

The 'unstructured, creative process' that brought Inside to life  
by Alissa McAloon [05.15.17]
Artist Jeremy Petreman dives into why Playdead favors creative flow over structured creation, and how that unique outlook informed the decisions behind Inside.
Console/PC, Indie, Art, Design, Production

Why comfort was the PSVR's greatest challenge
by Chris Kerr [05.15.17]
"One of the things that internally we focused on all along was, 'This has to be comfortable', and you have to be not thinking, 'This is horrible to put on my head.'"
VR, Design

Prey designer Ricardo Bare explains why diverse characters matter 5
by Chris Kerr [05.15.17]
"As a game developer and a writer, it's just interesting to learn about people that aren't like myself and do the best that I can to put those kinds of people in the game."
Console/PC, Design, Video

Blog: 6 reasons for having a defenseless protagonist
by Gamasutra Community [05.15.17]
Not having any combat can be really helpful to horror games and crucial in delivering the desired experience. Not convinced? Here's six reasons why.
Design