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April 27, 2017
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Blog: Composing video game music to build suspense, part 4 2
by Gamasutra Community [04.25.17]
Video game composer Winifred Phillips shares strategies from her GDC 2017 talk. This time around, she looks at how the power of low frequency sound can be harnessed to create tension.
Audio, Design

Russian internet giant opens $100M games investment division
by Chris Kerr [04.25.17]
Russian internet giant†has established a $100 million investment division to†dish out funds to "accomplished" game studios and publishers, as well as young developers.†

Animation vs. game dev: Everything creator David OReilly breaks down the differences
by Chris Kerr [04.25.17]
"Games develop in a way that I can only describe as organic, in that they tend to start as a core and then grow outward. With animation, it's more of a branching thing."
Design, Business/Marketing, Video

Blog: Harmony and the kludge in game design
by Gamasutra Community [04.25.17]
Harmony is something that affects the game as a whole. It's about appropriate fit. Now what's appropriate depends on what standards people are using, and those standards have changed.

Blog: Developing the visuals for Warhammer 40,000: Space Wolf 4
by Gamasutra Community [04.25.17]
In this article we talk about how we developed the visuals and characters seen in Warhammer 40,000: Space Wolf.
Art, Design

Blog: Captivating players by evoking presence 2
by Gamasutra Community [04.25.17]
Playing a video game can put you in a state where the borders between your self and the character gets blurry. When creating games, evoking this feeling of presence is worth trying to achieve.

FoldIt dev has a new game that's helping map the human brain  
by Alex Wawro [04.24.17]
"You can see this as symbiosis -- computers learn from what people are doing and they do better," Center for Game Science director Dr. Zoran Popovic tells The New York Times about its new game Mozak.
Social/Online, Serious, Design

Days Gone has driven Sony Bend to more than double in size  
by Alex Wawro [04.24.17]
Oregon newspaper The Bulletin reports Sony's Bend Studio is moving into a bigger office building later this year as it continues to work on its post-apocalyptic PlayStation 4 game Days Gone.
Console/PC, Business/Marketing

Take-Two prods mod team to stop trying to recreate Red Dead Redemption in GTA V  
by Alex Wawro [04.24.17]
After reportedly being contacted by representatives of Rockstar parent company Take-Two Interactive, a team of modders are canning†their ambitious efforts to recreate one Rockstar game inside of another.
Console/PC, Production

Video: Game localization shenanigans in the Chinese-speaking world  
by Staff [04.24.17]
At GDC 2017, IGDShare organizer and experienced localizer Jung-Sheng Lin tries to help devs avoid calamity by running down some of the potential pitfalls of localizing for the Chinese-speaking world.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Get a job: Sony PlayStation is hiring a Sr. UI Tools Programmer  
by Staff [04.24.17]
Sony's Santa Monica Studio is looking for a self-motivated Senior User Interface Tools Programmer to join its team in Playa Vista, California.
Programming, Recruitment

NPD has been underestimating digital game sales since at least 2010 1
by Alissa McAloon [04.24.17]
New, 'restated' reporting from NPD shows that spending on game software has actually been increasing steadily since 2010, whereas previously reported data showed somewhat of a spending plateau.
Console/PC, Smartphone/Tablet, Business/Marketing

Don't Miss: What can game designers learn from the original Legend of Zelda? 65
by Mike Stout [04.24.17]
Can the original Zelda game still have things to teach designers? Mike Stout (Skylanders) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.
Console/PC, Design

Eye tracking tech offers a closer look at Overwatch's UI in action 3
by Alissa McAloon [04.24.17]
A video from researcher Jon Matthis uses eye tracking software to record how a player's gaze rapidly jumps between different elements of an Overwatch match.
Console/PC, Design, Video

Understanding the psychology behind 'Pay-to-Loot' systems
by Chris Kerr [04.24.17]
"Our brains are wired to try to make sense of unexpected things. When you have a random number determining what loot you get, you're going to get an unexpected predictable result every time."
Console/PC, Smartphone/Tablet, Business/Marketing

Just Cause dev Avalanche nets $10M to double down on self-publishing
by Chris Kerr [04.24.17]
Just Cause and Mad Max developer Avalanche Studios has netted $10 million in funding to accelerate its plans to create and self-publish future titles.†
Console/PC, Business/Marketing

Everything creator David OReilly explains how artists can forge their own path
by Chris Kerr [04.24.17]
"Being able to have space to grow is important. And in practical terms that basically means having the space to do nothing other than play around."
Art, Design, Video

Making repeated deaths a reward in What Remains of Edith Finch 1
by Jessica Famularo [04.24.17]
In most games, death is associated with failure, or a narrative break that forces you to reattempt a challenge. What Remains of Edith Finch†turns death into a key feature of story progression.
Console/PC, Indie, Design, Video

Video Game Deep Cuts: Deus Ex's China Lineage 1
by Gamasutra Staff [04.23.17]
This week's highlights include a classic Deus Ex postmortem, making Steam games successful in China, and the surprise smash hit Lineage 2 mobile game, among other things.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

How the art of Guild Wars 2 is designed not to look dated over time 3
by Alex Wawro [04.21.17]
The style "never puts graphics before art," ArenaNet's Horia Dociu tells RPS. "The ideas and artistic creativity have to take lead if we don't want our game to look dated after many years."
Social/Online, Art