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April 24, 2017
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How Ron Gilbert uses 'improv game design' to create charming games  
by Bryant Francis [04.06.17]
Adventure game designer Ron Gilbert shares his unconventional process for creating "charming" games, which may help you inject a dose of comedy in your next project.
Console/PC, Design, Video

Video: New Vegas and the art of designing better conversations in games  
by Staff [04.06.17]
At GDC 2012 longtime game designer and Obsidian game director Josh Sawyer dissects a decade of dialogue tree evolution in games -- and what game devs can do to go beyond them to make better games.
Console/PC, Design, Video, Vault

Get a job: Fishermen Labs is hiring a Sr. 3D Modeler  
by Staff [04.06.17]
Fishermen Labs is seeking an experienced 3D modeler to create digital replicas of real physical products for an upcoming VR project in Los Angeles, California.
VR, Art

Inside cleans up at 2017 BAFTAs as Uncharted 4 takes the top honor 1
by Alex Wawro [04.06.17]
Campo Santo's Firewatch and Ghost Town Games' Overcooked also earned a notable bit of recognition today, netting a pair of BAFTA awards apiece, while Brenda Romero was honored with the Special Award.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Here's what devs can learn from CD Projekt Red's 'cyberpunk' trademark  
by Alissa McAloon [04.06.17]
A brief breakdown offered by CD Projekt Red serves both as an explanation of the developer's reasoning and an example of how devs can use trademarks to protect their intellectual property.

Don't Miss: The quest for procedurally-generated adventures 5
by Gamasutra Community [04.06.17]
"For me, the biggest reason to add procedurally generated levels to a game is that it increases the replay value due to the nearly unlimited amounts of game areas it can generate."
Indie, Design

RimWorld dev explores the benefits of learning things the hard way  
by Alissa McAloon [04.06.17]
"I knew I'd get it wrong multiple times," said RimWorld creator Tynan Sylvester. But for Sylvester, this knowledge helped push him towards always trying new things.
Console/PC, Indie, Design

Blog: An overview of the indie games scene in 2017 6
by Gamasutra Community [04.06.17]
I decided to go through a 100 games selection done by Indieformer for a slightly deeper insight into how games get their funding, their social platforms and trending genres.

Blog: Growing procedural plants in Antegods
by Chris Kerr [04.06.17]
In this blog post, our programmer TJ will share his experiences in creating a tool to procedurally generate plants for the ever changing worlds of Antegods.
Programming, Production

University of Utah becomes first top sports school to offer eSports scholarships
by Chris Kerr [04.06.17]
The University of Utah is set to become the first big sports school to offer scholarships for competitive video gaming.
Console/PC, Business/Marketing

Blog: A closer look at the structure of organisms in Pine  
by Gamasutra Community [04.06.17]
This is a closer look at the structure of organisms in Pine, an action adventure game about adaptation.

Microsoft reveals tech specs for Project Scorpio, its new turbo-charged Xbox
by Chris Kerr [04.06.17]
Digital Foundry has posted an extensive technical breakdown of Microsoft's all-powerful Xbox One, Project Scorpio, meaning we finally know what'll be powering the turbo-charged console.
Console/PC, Production, Video

Goat Simulator dev picks up minority stake in Lavapotion
by Chris Kerr [04.06.17]
Goat Simulator creator Coffee Stain Studios continues to diversify its business ops, and has just invested in newly formed game dev, Lavapotion.
Console/PC, Smartphone/Tablet, Business/Marketing

Blog: How Tap Tap Builder pulled in 1.5M downloads in 3 months
by Chris Kerr [04.06.17]
Tap Tap Builder is a city builder with clicker elements, developed by Hippo Games and published by HeroCraft. In this article we talk about how we experimented with the game during development.
Smartphone/Tablet, Business/Marketing

'Make me think, make me move': New Doom's deceptively simple design 6
by Kris Graft [04.06.17]
Doom's apparent simplicity belies a core design that is difficult to achieve. Gamasutra recently caught up with Id Software's Marty Stratton and Hugo Martin to talk demon-slaying game design.
Console/PC, Design

Activision plans many years of 'Marvel-esque' film/TV based on game IP  
by Alex Wawro [04.05.17]
Speaking to The Guardian, Activision Blizzard Studios co-chiefs Stacey Sher & Nick van Dyk open up about the progress they've made & their plans for the future of adapting game franchises to TV/film.
Console/PC, Business/Marketing

How some impromptu push-ups in front of Miyamoto shaped the Wii Balance Board  
by Alex Wawro [04.05.17]
"When I demonstrated the push-ups game using a scale in front of Miyamoto, he smiled broadly," former Nintendo EAD dev Motoi Okamoto told Gamasutra in a wide-ranging interview. "'This is hilarious.'"
Console/PC, Design

Ron Gilbert's one tip to help your game succeed with streamers  
by Bryant Francis [04.05.17]
Thimbleweed Park lead developer Ron Gilbert tells us how he and his colleagues tried to make sure stream viewers would want to buy his game, not just watch it.
Console/PC, Design, Video

On its 15th birthday, look back at Gas Powered Games' Dungeon Siege postmortem 4
by Staff [04.05.17]
"Merrily and naively, we set out on what turned out to be a four-year journey," writes Bartosz Kijanka in this timeless postmortem of Gas Powered Games' Dungeon Siege, which debuted in April of 2002.
Console/PC, Design

Blog: How an architect may be useful to your dev team  
by Gamasutra Community [04.05.17]
This blog post outlines the parallels between in the field of architecture and game development, and why an architect can be a great addition to the development team.
Design, Production