Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
June 25, 2016
arrowPress Releases
June 25, 2016
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Riot turns to fight toxicity in the workplace -- starting with Riot 4
by Alex Wawro [06.09.16]
After years of studying player behavior in an effort to combat online toxicity, League of Legends dev Riot is branching out to apply its learnings to areas outside of games -- including game studios.
Social/Online, Business/Marketing

How a critical bug almost wiped out our game's entire user base 3
by Gamasutra Community [06.09.16]
"I think it’s safe to say that the worst day of my professional career was a certain Friday in March 2016, when I woke up to more than 150 angry emails from our players in my mailbox."

After 18 years, Ubisoft Casablanca is closing up shop  
by Alex Wawro [06.09.16]
Of all the Ubisoft studios, in all the towns, in all the world, Ubisoft Casablanca will be shut down on June 13th -- a few months after its 18th birthday.
Console/PC, Business/Marketing

What affects indie game sales in Eastern Europe? 1
by Gamasutra Community [06.09.16]
Tanya Short with Kitfox Games aggregates Russian and Eastern European sales data from 18 different indie games on Steam, uncovering a few patterns worth keeping an eye on.
Business/Marketing

Blog: Breathing life into NPCs - A psychological angle 3
by Gamasutra Community [06.09.16]
Cognitive psychology research Florent Levillain examines which movement patterns give a convincing impression of life and intelligence to non-player characters.
Design

HTC targets commercial sector with $1200 Vive Business Edition  
by Chris Kerr [06.09.16]
"With Vive BE, we are answering the overwhelming demand from global industries for a complete VR experience, to provide innovative solutions for their business needs."
VR, Business/Marketing

Early access version of Minecraft: Education Edition launches for free  
by Chris Kerr [06.09.16]
Following a beta program featuring over 100 schools from 30 countries, the early access version of Minecraft: Education Edition has been made available for free for educations around the world. 
Console/PC, Business/Marketing

Valve releasing free virtual reality world-builder, Destinations  
by Chris Kerr [06.09.16]
"Content creators will be able to use the Source 2 game engine, the same engine that Valve uses to create its own games and experiences, to create and share their own worlds"
VR, Console/PC, Programming, Design

Intrinsic vs. extrinsic rewards in game design: Why you need both 1
by Gamasutra Community [06.09.16]
Ubisoft Toronto senior game designer Matthew Jackson takes a look at the inherent value that both intrinsic and extrinsic rewards in video games provide.
Design

Until Dawn dev Supermassive Games eyeing up multi-platform move  
by Chris Kerr [06.09.16]
"A lot of the work we do with Sony aligns well with what we want to do and where we want to go. But yes, we are an independent studio and we are keen to bring our games to wider audiences."
Console/PC, Business/Marketing

Why having a live service team is important 3
by Gamasutra Community [06.09.16]
"If you want to succeed in video games today with a multi-million dollar franchise, you need to have some type of Live Service that enables you to monitor and react to your customer’s behavior," says EA DICE's Casey Alkaisy.
Smartphone/Tablet, Business/Marketing

How Battlefield devs learned to build an open world for Mirror's Edge Catalyst  
by Alex Wawro [06.09.16]
Now that DICE has shipped its first "open world" game in Mirror's Edge Catalyst, design director Erik Odeldahl chats with Gamasutra about lessons learned -- and what fellow devs should know.
Console/PC, Design

Report: Global games revenue to grow nearly 5% every year through 2020  
by Bryant Francis [06.08.16]
A report from accounting firm PwC attributes increased revenue to more microtransactions and add-on content.
VR, Console/PC, Smartphone/Tablet, Business/Marketing

The man behind XBLA places bet on skill-based, real-money gaming on mobile 1
by Kris Graft [06.08.16]
Greg Canessa, the brains behind Xbox Live Arcade and former head of Blizzard’s widely-used online service Battle.net, hopes to create a new venue for companies to monetize their mobile games.
Social/Online, Smartphone/Tablet, Business/Marketing

Popular Witcher 3 minigame Gwent may become standalone game  
by Bryant Francis [06.08.16]
New trademark filings suggest the runaway minigame from CD Projekt Red's The Witcher 3 may be getting its own standalone version.
Console/PC, Design, Business/Marketing

Video: Designing and animating the heroes of Overwatch  
by Staff [06.08.16]
At GDC 2016, Blizzard's David Gibson took to the stage to break down exactly how Overwatch characters are designed and animated, using his work on the ice-obsessed scientist Mei as an example.
Console/PC, Art, Recruitment, Video, Vault

Get a job: The Witness dev Thekla is hiring a 3D Artist/Animator  
by Staff [06.08.16]
Heads up, artists and animators: The San Francisco-based studio that shipped The Witness earlier this year is now looking to hire "experienced contract artists to help build cool stuff in 3D."
Indie, Art, Recruitment

Ex-SOE devs join ex-Square Enix president to form Hero Machine  
by Alex Wawro [06.08.16]
There's a new indie outfit in San Diego: Hero Machine Studios, cofounded by former Square Enix America chief Mike Fischer alongside former Sony Online Entertainment devs Mat Broome and Kevin McPherson.
Indie, Business/Marketing

You'll soon be able to sell App Store subscriptions to your iOS games 2
by Alex Wawro [06.08.16]
Apple's making big changes to the App Store, most notably allowing all devs to sell subscriptions to their apps & cutting its 70/30 rev-share to 85/15 on revenue from subscriptions older than a year.
Smartphone/Tablet, Business/Marketing

Don't Miss: Learning to love handicaps in competitive games 29
by Keith Burgun [06.08.16]
Rubberbanding and randomness can level competitive games' playing field, but they also cause problems. In this timeless 2013 feature, designer Keith Burgun examines handicaps as a design alternative.
Console/PC, Social/Online, Design