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May 31, 2016
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May 31, 2016
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Kerbal Space Program's lead developer steps down  
by Bryant Francis [05.31.16]
Kerbal Space Program's Felipe Falanghe steps down as lead developer on the game.
Console/PC, Production, Business/Marketing

Texas court affirms game mechanics not protected under copyright law 2
by Bryant Francis [05.31.16]
A Texas judge ruling on DaVinci Editrice S.R.L. vs. Ziko Games, LLC has upheld that board game Legend of the Three Kingdoms does not violate copyright law despite being a clone of Bang!
Console/PC, Business/Marketing

Mojang bars companies and politicians from promoting themselves in Minecraft 1
by Bryant Francis [05.31.16]
Mojang updates Minecraft's terms of service to prevent companies and politicians from promoting themselves using in-game Minecraft creations.
Console/PC, Business/Marketing

Get a job: Turbine is hiring a Mobile Animator  
by Staff [05.31.16]
The studio known for Lord of the Rings Online and the Infinite Crisis MOBA is hiring a mobile engineer to work on its Batman: Arkham Underworld mobile game in Needham, MA.
Smartphone/Tablet, Art, Recruitment

Video: Designing Downwell around one key mechanic  
by Staff [05.31.16]
Downwell creator Ojiro Fumito speaks at GDC 2016 about how he designed a fun, engaging game around one key mechanic: what if you jumped down a well with guns strapped to your boots?
Indie, Design, Video, Vault

Designing (and improving) Overwatch's 'Play of the Game' highlights 4
by Alex Wawro [05.31.16]
"From a technical standpoint, it's a really hard problem to have a computer figure out what is cool," Blizzard's Rowan Hamilton tells GameSpot in a chat about Overwatch's "Play of the Game" moments.
Console/PC, Social/Online, Design

Uncharted 4 and the impact of Naughty Dog's aversion to producers 2
by Alex Wawro [05.31.16]
"Producers become a crutch," Naughty Dog's Evan Wells tells the L.A. Times in a new feature on the studio's process. "We want people to get out of their chair and get the help they need immediately."
Console/PC, Production

Don't Miss: Designing and structuring great boss battles 27
by Mike Stout [05.31.16]
In this timeless feature, designer Mike Stout breaks down the boss battle into 8 different beats, and runs 2 notable ones -- Ocarina of Time's Ganon and Portal's GladOS -- through a thorough analysis.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

With VR aims, Starbreeze scoops up Cinemaware name and games 1
by Alex Wawro [05.31.16]
Starbreeze has bought the rights to the venerable Cinemaware brand, and Cinemaware's catalog of games, for €525,000 (or roughly $585k in USD) in cash. It plans to use them to make VR 'experiences.'
Console/PC, Business/Marketing

With 2 weeks until E3, Microsoft drops the price of Xbox One  
by Alex Wawro [05.31.16]
Microsoft has quietly cut $50 off the price of nearly all its Xbox One bundles, bringing the cheapest options (a 500 GB console and game) down to $300.
Console/PC, Business/Marketing

Come to GDC Europe and get practical tips on surviving your startup  
by Staff [05.31.16]
EEDAR cofounder and IEP president Greg Short has a long career in the game industry, and at GDC Europe he'll deliver a talk on "How to Survive Your Start-up."
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC Europe

Microsoft lends Fable license to former Lionhead devs  
by Chris Kerr [05.31.16]
"We approached Microsoft - hoping for the best, prepared for a corporate hand to the face. To our delight they were very open to the idea and agreed to grant us the license for Fable Fortune."
Console/PC, Business/Marketing

Payday 2 dev abandons controversial microtransactions 5
by Chris Kerr [05.31.16]
"Starting with the next update, any old generation safe in the loot drop will stop to drop. Any new generation safe, going forward, will drop completely for free."
Console/PC, Business/Marketing

Designing levels for crashing in Crashing Season  
by Gamasutra Community [05.31.16]
Antti Kananen with Koukoi Games goes in-depth about the challenges of making a game that's about crashing into stuff, infinitely.
Smartphone/Tablet, Design

Starbreeze acquires Payday rights for $30 million in shares  
by Chris Kerr [05.31.16]
Swedish studio Starbreeze has acquired the rights to 505 Games' Payday franchise, and will now have complete control over the IP going forward.
Console/PC, Business/Marketing

The story behind post-nuclear survival game 60 Seconds! 1
by Gamasutra Community [05.31.16]
With over 200,000 players, 60 Seconds! is an indie success. But it didn't come easy. Dominik Gotojuch, founder of developer Robot Gentlemen, explains.
Indie, Design, Production, Business/Marketing

Unity drops mobile fees, debuts new 'Plus' plan in a bid to expand its reach 14
by Alex Wawro [05.31.16]
Unity's big changes include a new mid-tier pricing plan, Unity Plus, as the cost of Unity Pro rises & all versions of Unity become capable of deploying games on iOS & Android at no additional cost.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Game Design Deep Dive: Dead Star's capital ship invasions 2
by Tom Ivey [05.31.16]
"We were really interested in creating a game that had a heavily asymmetrical element to the competing teams. Central to this idea was an episode of the TV show Battlestar Galactica titled '33.'"
Console/PC, Programming, Design, Video

6 lessons from Mighty No. 9's lousy trailer 32
by Gamasutra Community [05.30.16]
A freelance game trailer maker has some key takeaways from the widely-panned trailer for the action game Mighty No. 9.
Console/PC, Indie, Business/Marketing

Blog: Analyzing new-Doom's design elements and nuances 4
by Gamasutra Community [05.30.16]
"I'm going to be taking a look at three major components that constitute Doom's immaculate design: combat, exploration, and mobility."
Console/PC, Design