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June 30, 2016
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June 30, 2016
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Designing the characters of the emotionally-gripping Fragments of Him  
by Gamasutra Community [06.28.16]
Game developer Tino van der Kraan describes the design process behind the characters of the evocative Fragments of Him.
Indie, Design

Link can jump in the latest Zelda. Here's why that's a big deal 8
by Jon Irwin [06.28.16]
The Legend of Zelda: Breath of the Wild ditches one of the franchise's key design constraints, letting players jump with the press of a button. What does Nintendo's design decision mean?
Console/PC, Design, History

Developer claims Valve removed its game from Steam at Activision's behest 14
by Bryant Francis [06.27.16]
A developer on Steam whose game is no longer available on the storefront says Activision requested Valve remove its game due to a DMCA complaint.
Console/PC, Business/Marketing

Get a job: The Odd Gentlemen needs a Cinematic Animator  
by Staff [06.27.16]
Are you a cinematic animator and renowned gentleperson? The developers of the new King's Quest are looking for new talent for their animation team.
Console/PC, Art, Recruitment

New Twitch 'Cheers' offer potential source of revenue for streaming devs 4
by Alex Wawro [06.27.16]
Twitch is beta-testing a new feature, "Cheering", that lets viewers post chat messages with animated emotes (or "Bits") they pay for with real money -- and streamers will get a cut.
Social/Online, Business/Marketing

Ford dealership acknowledges it lifted Firewatch art for sales promo 4
by Bryant Francis [06.27.16]
A local Massachusetts Ford dealership stumbles onto hot coals with a summer sale promotion that uses key art from Firewatch.
Indie, Art

Video: The past, present and future of League of Legends eSports  
by Staff [06.27.16]
Riot VP Dustin Beck hopped onstage at GDC 2016 to break down the details of League of Legends' eSports ecosystem, pointing out how -- and why -- Riot has supported its remarkable growth.
Console/PC, Social/Online, Production, Video, Vault

Don't Miss: 50 common game camera mistakes -- and how to fix them 5
by Staff [06.27.16]
Thatgamecompany's John Nesky speaks passionately at GDC 2014 about the importance of good camera design in games, and what he learned about how to make a great camera in his time working on Journey.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Anki is building a robot buddy that can play games with kids  
by Alex Wawro [06.27.16]
Anki, the AI and robotics firm known for integrating physical toys with mobile games, is†launching a new robot toy, Cozmo, designed to play games with kids and develop a personality over time.

How Keji Inafune and Armature Studios hit upon the vision for Recore  
by Bryant Francis [06.27.16]
"Iím interested in how mankind can survive in a dire post-apocalyptic setting," says Inafune, "It†comes down to who youíre partnered with. Humans canít survive on their own."
Console/PC, Design, Video, E3

Dreamcast influence evident in these early Xbox controller prototypes  
by Alex Wawro [06.27.16]
Video game history buffs, take note: Xbox co-creator Seamus Blackley took to Twitter over the weekend to share some neat prototype designs for what would become the original Xbox controller.
Console/PC, Business/Marketing

Blog: Everything I know about writing video games I learned from pro wrestling 2
by Gamasutra Community [06.27.16]
Indie game dev David Pittman examines the structure of pro wrestling storylines, learns how to adapt them to his vampire FPS game, and draws parallels between the wrestling and game industry.
Indie, Design, Business/Marketing

Grim Dawn shifts 500,000 copies on PC 1
by Chris Kerr [06.27.16]
Crate Entertainment's Diablo-inspired action-RPG, Grim Dawn, has passed the half-million sales mark on PC.
Console/PC, Business/Marketing

Blog: Kickstarter, Steam Greenlight, and trying to build a community 8
by Gamasutra Community [06.27.16]
Stats, analysis, and lessons learned from one indie game developer's quest to bring a commercial game to market.
Indie, Business/Marketing

Get tips on supercharging your mobile game's database at GDC Europe  
by Staff [06.27.16]
Hey devs, come out to GDC Europe and catch Cygames' Shuichi Kurabayashi talking about how to create a database engine for your mobile game that's 20x faster and optimized for millions of players.
Smartphone/Tablet, Programming, GDC Europe

Blog: Implying size and complexity in video game cities  
by Gamasutra Community [06.27.16]
"You do not have to model a complete functioning city to have a believable urban environment for your game. All you have to do is simply imply the appropriate size and complexity."
Indie, Design

What Failbetter's co-founder learned from seven years of indie dev 1
by Chris Kerr [06.27.16]
"I have to say that if I had everything to do over, I'd hire slower or spend more time looking for funding or put the effort into trying to get profitable with our own stuff."
Indie, Production, Business/Marketing

What Action Henk taught us about launching on Steam Early Access 4
by Gamasutra Community [06.27.16]
Tips and guidelines for indie studios who want to release their game on Steam Early Access, according to Action Henk developer RageSquid.

Acer hands Starbreeze $9 million to fuel StarVR development  
by Chris Kerr [06.27.16]
"Acer's investment directly into Starbreeze will greatly benefit our long term VR-strategy and further solidify the collaboration between our companies and additionally enrich our eco-system."
VR, Business/Marketing

Game devs weigh in on the 'Brexit' decision 8
by Alex Wawro [06.27.16]
The world is changing. Last week, the U.K. voted to exit the European Union. Now U.K. game developers, investors and others weigh in on what such a 'Brexit' means for the game industry at large.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing