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Get a job: Be a Character Artist at Insomniac Games  
by Staff [07.24.17]
The folks at Insomniac Games are looking for an artist to join the team as a character artist working on the studio's upcoming Spider-Man game at its offices in Burbank, California.
Console/PC, Art, Recruitment

Kingsway dev says Tamagotchi and his gym helped save him from burnout  
by Alissa McAloon [07.24.17]
Working out, napping, and digital pets are some of game development’s best-kept secrets.
Indie, Production, Video

Roblox set to pay in-game devs over $30M in 2017  
by Alissa McAloon [07.24.17]
Developers creating content for the game-within-a-game platform Roblox could see payouts totaling $30 million before year end.
Console/PC, Social/Online

Don't Miss: Dying Light: The Following devs share 5 tips for making great DLC 1
by Staff [07.24.17]
From upping your level design game to introducing new mechanics, here are five tips from the developers of Dying Light: The Following devs on creating quality DLC.
Console/PC, Art, Design, Production

How Japanese game devs are coping with growing free-to-play pricing pressure  
by Alissa McAloon [07.24.17]
As free to play and low-cost games become more commonplace on Steam and mobile, how are Japanese game developers adapting to make sure their full-priced offerings stay afloat in a competitive market?
Console/PC, Smartphone/Tablet, Indie

Blog: Why Behold the Kickmen is a surprisingly important game  
by Gamasutra Community [07.24.17]
Behold the Kickmen is a pastiche on football, and in the following post I want to explain why I believe it could be a hugely important title for the indie scene, and perhaps even beyond.
Console/PC, Design

The 2018 Independent Games Festival submissions are now open!  
by Staff [07.24.17]
Hey devs! Submissions are now open for the 2018 Independent Games Festival, the signature competition for indie games, to be held for its 20th year during GDC 2018 in San Francisco next March.
Indie, IGF

Starpoint Gemini Warlords is a 'community-developed' indie game  
by Thomas Faust [07.24.17]
Croatian indie studio Little Green Men incorporated a great deal of community feedback into its tactical space simulator Starpoint Gemini Warlords.
Console/PC, Indie, Design, Production, Video

Sponsored: Evolving the tech behind God of War  
by Santa Monica Studio [07.24.17]
As Santa Monica Studio takes God of War in a bold new direction, the studio shares key technological highlights that make this possible on PlayStation -- and maybe you can help.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Recruitment, Sponsored Article

Blog: Building interactions for 3DOF VR controllers  
by Gamasutra Community [07.24.17]
A close look at developing comfortable and intuitive interactions for 3DOF VR controllers in Along Together on Daydream.
VR, Programming

Dying Light is still pulling in 500,000 weekly players  
by Chris Kerr [07.24.17]
Techland's parkour-fuelled zombie thriller Dying Light is still pulling in 500,000 players a week, despite launching in January 2015. 
Console/PC, Business/Marketing

Blog: A Kickstarter analysis of the Plague Inc. board game 1
by Gamasutra Community [07.24.17]
Plague Inc: The Board Game was my first tabletop game project, and when it all began I was hungry for any advice I could get. Now, I want to share some of the lessons I've learned.

Arms producer Kosuke Yabuki outlines Nintendo's prototyping process  
by Chris Kerr [07.24.17]
"Within Nintendo, individual people or teams have their ideas, and also we kind of choose the prototypes that are best suited to a team's skills to work on them."
Console/PC, Production

Blog: Thinking about game texture and liminal spaces  
by Gamasutra Community [07.24.17]
On strangely enchanting old games, thinking of games in physical terms, and the potential of flaws to create liminal spaces.

Blog: How to write reliable game code and avoid catastrophe  
by Gamasutra Community [07.24.17]
Ubisoft gameplay programmer Bartlomiej Waszak presents solutions on how to write more reliable game code, and avoid common mistakes in game programming.

Video Game Deep Cuts: Castlevania Go-es To Arms  
by Gamasutra Staff [07.23.17]
This week's longform articles & videos of the week include the making of the Castlevania Netflix series, hardcore Pokemon Go players, and an in-depth Arms interview.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie

How Destiny 2's clan system is shaped by Super Bowl rings  
by Alex Wawro [07.21.17]
Game designer and Destiny 2 social lead M.E. Chung explains to the Financial Post how Bungie studies sports and team culture for inspiration in designing Destiny's new community & clan systems.
Social/Online, Design

Kingsway's developer explains how to make the most out of your user interface 2
by Bryant Francis [07.21.17]
We talked to the designer of the role-playing 'operating system' Kingsway about indie life and developing a UI-focused game.
Console/PC, Design, Business/Marketing, Video

Video: Avoiding the scourge of 'evil data' in playtesting  
by Staff [07.21.17]
At GDC 2017, indie dev Adriaan de Jongh shares all the "evil data" he gathered in 6 years of playtesting 8 games and offers practical advice for playtesting your game effectively.
Console/PC, Indie, Production, Video, Vault

Analyst: Dedicated mobile game players in Japan, South Korea now play 3+ hours/day  
by Alissa McAloon [07.21.17]
The most dedicated mobile users are spending more time than ever playing games on their smartphones according to a recent report from the analyst firm App Annie.