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December 8, 2016
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Blog: Preparing to release your game or demo? Read this first! 8
by Gamasutra Community [11.22.16]
Depth of Extinction dev Mike Stumhofer shares some practical tips and tricks that may help you successfully launch your own demo.
Production, Business/Marketing

The Autumn of Indie Game Markets 32
by Bryant Francis [11.22.16]
As the seasons turn, so do the broad trends of being an indie developer. Here's why the indie boom of 2008 might finally be drawing to a close, and how developers can get ready to survive winter.
Console/PC, Indie, Business/Marketing

Has the code you've written ever posed an ethical challenge? 3
by Bryant Francis [11.21.16]
It's not necessarily a problem only facing the games business, but programmers have begun to wonder if they can do more to write code ethically.
Console/PC, Programming

Todd Howard: 'We still debate' how players should react to dying 6
by Bryant Francis [11.21.16]
Even the greatest minds in RPG design---like Bethesda Studios creative director Todd Howard---struggle with how to help players cope with (their own) death.
Console/PC, Design

Get a job: War Drum Studios is hiring a Lead Programmer  
by Staff [11.21.16]
War Drum Studios is looking for someone with complete fluency in C++, and a demonstrable mastery of UnrealEngine 4, including use of the Editor and Blueprints in Gainesville, Florida.
Console/PC, Programming

Studio head Josh Holmes departs from 343 Industries to work on indie games  
by Alissa McAloon [11.21.16]
“I have loved every moment here on Halo but I find myself drawn to new horizons.” The longtime Halo developer leaves the company after first joining 343 Industries in 2009.
Console/PC, Indie

Don't Miss: A postmortem for Naughty Dog's Uncharted: Drake's Fortune 6
by Staff [11.21.16]
The developers behind the first game in the Uncharted series explain what made the game the 'biggest and most complex' challenge the studio had faced up to that point in this 2008 postmortem.
Console/PC, Programming, Design

Message of the new Moon Hunters expansion: it's OK to stop playing  
by Katherine Cross [11.21.16]
"We wanted this expansion to add a satisfying place for players to know ‘ok I can stop playing, I had a good time, beat a final boss," says Tanya X. Short, lead designer of Moon Hunters.
Console/PC, Indie, Art, Design

Fan-made Pokemon Uranium and AM2R cut from The Game Awards nominees 3
by Alissa McAloon [11.21.16]
Two fan-created games based on Nintendo properties were removed from the running for an award created to honor "fan-created content, such as mods, fan films, and other player content."
Console/PC, Social/Online, Indie

Come to GDC 2017 for pragmatic tips on curbing toxic behavior in your game  
by Staff [11.21.16]
How can we make game communities better? At the 2017 Game Developers Conference, Two Hat/Community Sift chief Chris Priebe will explore the topic in a talk on "Trolls: The Cost of Doing Nothing."
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

Blog: Improving field of view and line of sight in strategy games 5
by Gamasutra Community [11.21.16]
C++ programmer Sundaram Ramaswamy looks at how to effectively implement field of view and line of sight in strategy games.
Programming, Design

Amazon's new eSports tournament is for casual mobile players  
by Chris Kerr [11.21.16]
Amazon has made its own little piece of eSports history by announcing the first ever Amazon Appstore eSports tournament dedicated to casual mobile games.
Smartphone/Tablet, Business/Marketing

10th annual Desert Bus for Hope charity game marathon is a record-breaker  
by Chris Kerr [11.21.16]
The tenth annual Desert Bus for Hope charity video game marathon has raised a record-breaking amount for Child's Play.

Blog: What do historians think of Battlefield 1?  
by Gamasutra Community [11.21.16]
Historians Bob Whitaker and Chris Kempshall discuss Battlefield 1, mulling over everything from the game's depiction of the war to the reality of trench warfare.
Design, Production

Vicarious Visions co-founders form experimental game dev, Velan Studios  
by Chris Kerr [11.21.16]
Vicarious Visions co-founders Karthik and Guha Bala have reunited, as promised, to form new indie game dev, Velan Studios. 
Production, Business/Marketing

Star Citizen dev will share production schedules with players 2
by Chris Kerr [11.21.16]
"We're going to share our internal schedule and its breakouts on a weekly basis. These are the very same schedules we update daily and are circulated internally on our intra-studio hand-offs."
Console/PC, Production, Business/Marketing

Blog: What are 'reality-inspired' games?  
by Gamasutra Community [11.21.16]
Our upcoming title, Bury me, my Love, is a reality-inspired game. This is rather uncommon in the video game landscape -- so I thought it'd be useful to try and define what the genre is about.

Designing Civilization VI's distinctive districts system 1
by Alan Bradley [11.21.16]
“Districts add a land-management aspect to planning your cities, which then becomes a whole series of planning choices you make through the game,” say Dennis Shirk, Civilization 6’s lead producer
Console/PC, Design, Video

Video Game Deep Cuts: Dishonored Guardian's Credits  
by Gamasutra Staff [11.20.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, examines Dishonored 2 from multiple angles, The Last Guardian, & alternate game credits displays.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

Learn how Harvey Smith snuck his way into his first game job  
by Bryant Francis [11.18.16]
Some people go to game school, some people go skydiving with Richard Garriott.
Console/PC, Design, Video