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March 30, 2017
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Blog: Building a timeline of computer and video game history 3
by Gamasutra Community [03.29.17]
Video game history is usually explained through the lens of the eight console generations, but there are other stories out there. This is my attempt to tell them in an accessible manner.

Chat with the developer behind Rivals of Aether at 3PM EDT  
by Bryant Francis [03.29.17]
We're streaming Super Smash Bros.-inspired fighter Rivals of Aether with the game's director today at 3PM EDT.
Console/PC, Video

Blog: Building a scalable online game with Azure - Part 4  
by Gamasutra Community [03.29.17]
In the previous part of this series, we learned how to persist state to a scalable database. Next, we'll be creating the frontend, a small Universal Windows Platform game that accesses our backend.
Design, Production

Heroes of the Storm's 2.0 update is all about progression 1
by Bryant Francis [03.29.17]
Blizzard's 2.0 update for Heroes of the Storm is all about progression. We talk to game director Alan Dabri to find out why.
Console/PC, Design

UK retailer GAME blames falling profits on lacklustre console sales  
by Chris Kerr [03.29.17]
UK video game retailer GAME has had a low-key six months, with the company's latest set of financials showing profits are still on the wane. 
Console/PC, Business/Marketing

Inside League of Legends' Practice Tool 1
by Roy Graham [03.29.17]
"We call League of Legends a sport. Well, sports have things like batting cages, driving ranges, and a hoop where you can practice free throws. Why doesn't League have any of that?"
Console/PC, Design

Blog: Technical tips for in-house engine development 1
by Gamasutra Community [03.29.17]
After working on our in-house game engine, the ABYSS Engine, I've come across a few rules, ideas, and tips that might prove useful if you decide to build your own.
Programming, Production

UKIE pledges to protect UK games industry as Brexit negotiations begin 1
by Chris Kerr [03.29.17]
"We look forward to rolling up our sleeves and getting stuck into the debate to make sure the UK remains the best place in the world to develop and publish games and interactive entertainment."

Blog: Passing through ghosts in Pac-Man 7
by Gamasutra Community [03.29.17]
Details on Pac-Man's little-known ghost passthrough bug and why it happens, an excerpt from the book Bug Voyage in the current Rogue Souls Storybundle.

Why video game devs don't get 'board' of learning from tabletop games 10
by Alex Wawro [03.29.17]
In the wake of GDC's first Board Game Design Day, Gamasutra chats with Warren Spector, David Sirlin, Soren Johnson, and other devs about the enduring value of studying (and playing) tabletop games.
Console/PC, Indie, Design

Indie game exhibition organizers open up about how they work  
by Alex Wawro [03.28.17]
"We'll get like 300 submissions for each event, no sweat," longtime game event curator David Hayward tells Waypoint. "10 years ago, you could pick any indie game, and it'd be unusual and interesting."
Indie, Business/Marketing

League of Legends dev: inclusivity in games 'just a reflection of Earth circa 2017' 5
by Alex Wawro [03.28.17]
"Having an openly gay character or punishing a player for calling another player a racial slur doesn't feel political to me," writes Riot's Greg Street. "It's just a reflection of Earth circa 2017."
Social/Online, Design

Obituary: Video game artist and System Era cofounder Paul Pepera 2
by Alex Wawro [03.28.17]
The team at Astroneer developer System Era announced today that studio cofounder Paul Pepera passed away yesterday due to undisclosed circumstances.
Indie, Art

Video: The decade-long evolution of Owlboy's striking art style  
by Staff [03.28.17]
At GDC 2017, D-Pad's Jo-Remi Madsen & Simon Stafsnes Andersen speak about how their vibrant 2016 game Owlboy was designed to look like it was 10 years' worth of work, rather than 10 years out of date.
Indie, Art, Video, Vault

Devs can now reply directly to user reviews on the Apple App Store  
by Alissa McAloon [03.28.17]
A recent iOS update gives developers the ability to reply directly to customer reviews on Apple's digital App Store storefront.
Smartphone/Tablet, Business/Marketing

Get a Job: Insomniac Games is hiring a Senior Designer  
by Staff [03.28.17]
Insomniac Games is looking for a passionate and experienced Senior Game Designer to design key components for games in Burbank, California.
Design, Recruitment

Don't Miss: Creating an adaptive narrative in Reigns 6
by Gamasutra Community [03.28.17]
"As soon as we weighted the decisions of the player with consequences on the 4 dimensions of power, we gave a lot of meaning to very simple swiping gestures." says Francois Alliot, creator of Reigns.
Smartphone/Tablet, Indie, Design

Blog: Instantiating a procedurally generated platformer in Unity  
by Gamasutra Community [03.28.17]
Last time we discussed how to randomly generate a two-dimensional array of values representing level tiles. The trick, of course, is to smoothly convert each of these chunks into actual Unity objects.
Programming, Design, Production

Final Fantasy XIV drops timed free trials in favor of a level cap 2
by Alissa McAloon [03.28.17]
Square Enix's ongoing massively-multiplayer online game Final Fantasy XIV is changing how it offers free trials for its monthly subscription-powered game.
Console/PC, Social/Online

Pokemon, Halo, and Donkey Kong among 2017 World Video Game Hall of Fame finalists  
by Alissa McAloon [03.28.17]
For the third year running, the Strong Museum of Play has announced the list of finalists vying for permanent recognition in the museum's World Video Game Hall of Fame.
Console/PC, History