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April 24, 2017
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Don't Miss: What can game designers learn from the original Legend of Zelda? 65
by Mike Stout [04.24.17]
Can the original Zelda game still have things to teach designers? Mike Stout (Skylanders) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.
Console/PC, Design

Eye tracking tech offers a closer look at Overwatch's UI in action  
by Alissa McAloon [04.24.17]
A video from researcher Jon Matthis uses eye tracking software to record how a player's gaze rapidly jumps between different elements of an Overwatch match.
Console/PC, Design, Video

Understanding the psychology behind 'Pay-to-Loot' systems
by Chris Kerr [04.24.17]
"Our brains are wired to try to make sense of unexpected things. When you have a random number determining what loot you get, you're going to get an unexpected predictable result every time."
Console/PC, Smartphone/Tablet, Business/Marketing

Just Cause dev Avalanche nets $10M to double down on self-publishing
by Chris Kerr [04.24.17]
Just Cause and Mad Max developer Avalanche Studios has netted $10 million in funding to accelerate its plans to create and self-publish future titles. 
Console/PC, Business/Marketing

Everything creator David OReilly explains how artists can forge their own path
by Chris Kerr [04.24.17]
"Being able to have space to grow is important. And in practical terms that basically means having the space to do nothing other than play around."
Art, Design, Video

Making repeated deaths a reward in What Remains of Edith Finch  
by Jessica Famularo [04.24.17]
In most games, death is associated with failure, or a narrative break that forces you to reattempt a challenge. What Remains of Edith Finch turns death into a key feature of story progression.
Console/PC, Indie, Design, Video

Video Game Deep Cuts: Deus Ex's China Lineage  
by Gamasutra Staff [04.23.17]
This week's highlights include a classic Deus Ex postmortem, making Steam games successful in China, and the surprise smash hit Lineage 2 mobile game, among other things.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

How the art of Guild Wars 2 is designed not to look dated over time 3
by Alex Wawro [04.21.17]
The style "never puts graphics before art," ArenaNet's Horia Dociu tells RPS. "The ideas and artistic creativity have to take lead if we don't want our game to look dated after many years."
Social/Online, Art

Before Star Citizen, there was Wing Commander: How Chris Roberts got his start  
by Alex Wawro [04.21.17]
History buff Jimmy Maher tells the origin story of Chris Roberts, which stretches back past Origin Systems (where he created Wing Commander) to the bedroom computing era of British game development.
Console/PC, Design

How Everything connects the arts of animation and game design  
by Bryant Francis [04.21.17]
There's a subtle link between Everything's playable characters and the early history of animation. Watch developer David OReilly explain it as we stream his game.
Console/PC, Design, Video

Video: Put a face on it! The aesthetics of cuteness in game design  
by Staff [04.21.17]
What's cute, and why should you care? Game devw Jenny Jiao Hsia (Beglitched) answers both those questions in a talk at GDC 2017 about the aesthetics of cuteness, and how they make games better.
Console/PC, Smartphone/Tablet, Indie, Art, Video, Vault

Get a job: Digital Extremes is hiring a Sound Designer  
by Staff [04.21.17]
Digital Extremes is looking for a Sound Designer to create engaging and detailed sound design for levels, cinematics, marketing and more in London, Ontario, Canada.
Audio, Recruitment

Valve aims to improve Dota 2 matchmaking by tying phone numbers to accounts 7
by Alissa McAloon [04.21.17]
Valve hopes to cut down on the number of people that use multiple accounts by requiring players to register a phone number prior to joining ranked queue.
Console/PC, Social/Online

Don't Miss: Multiplayer level design tips from a Call of Duty modder turned pro 4
by Gamasutra Community [04.21.17]
Treyarch's Muhammad Ayub talks about the different design elements and considerations that go into creating a quality multiplayer map for a first-person shooter like Call of Duty.
Console/PC, Social/Online, Design

Stephens College is now the first all-women's school to offer eSports scholarships  
by Alissa McAloon [04.21.17]
The Missouri-based institution now counts eSports, specifically Overwatch, among its nine athletics programs and is offering partial scholarships for players that join its team.
Console/PC, Business/Marketing

Chat with David OReilly, creator of Everything, today at 3PM EDT  
by Bryant Francis [04.21.17]
We're chatting with indie game developer David OReilly while playing Everything today at 3PM EDT.
Console/PC, Design, Video

Twitch launching affiliate program to make monetization mainstream
by Chris Kerr [04.21.17]
Twitch's new Affiliate Program will let qualifying content creators outside of the Partners bubble earn revenue through on-platform tools. 
Business/Marketing

Blog: A postmortem of my procedurally generated platformer, Meganoid 2017
by Gamasutra Community [04.21.17]
Postmortem for Meganoid(2017), a roguelike, procedurally generated platformer released on iOS, Android, and Steam three weeks ago.
Smartphone/Tablet, Programming, Design, Business/Marketing

Netmarble raises $2.3B in South Korea's second biggest IPO
by Chris Kerr [04.21.17]
South Korean mobile giant Netmarble has raised $2.3 billion with its IPO, falling just short of the $2.4 billion it predicted earlier this year.
Console/PC, Business/Marketing

Blog: Building a dynamic ecology through sound
by Gamasutra Community [04.21.17]
A multi part development journal that discusses the dynamic music and SFX for the open world of Yonder: The Cloud Catcher Chronicles and examines the risks and challenges encountered.
Audio, Design