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July 30, 2016
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July 30, 2016
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Legendary aims to develop Life Is Strange as a live-action series  
by Alex Wawro [07.27.16]
Square Enix and developer Dontnod Entertainment have inked a deal with Legendary to develop a live-action series based on Dontnod's award-winning 2015 game Life Is Strange.
Console/PC, Business/Marketing

Blog: Simple statistics for randomly positioning gameplay elements 2
by Gamasutra Community [07.27.16]
Developer Ruben Torres looks at how to position specific gameplay elements in procedurally-generated levels.
Design

At GDC Europe you'll see how The Witcher's living world was built  
by Staff [07.27.16]
At GDC Europe CD Projekt Red's Matthew Steinke will walk you through how the studio designed and developed The Witcher 3: Wild Hunt's remarkable open world.
Console/PC, Programming, Design, GDC Europe

Life is Strange dev expands with Dontnod Eleven partnership  
by Chris Kerr [07.27.16]
The growing partnership will see both outfits work together to share "knowledge, expertise and resources in the years to come." 
Console/PC, Indie, Business/Marketing

Blog: Unexpected anxiety following a moderate success 5
by Gamasutra Community [07.27.16]
Lone wolf developer David Toulouse breaks down his nine year journey in game dev, and the anxieties that came with it.
Indie, Production, Business/Marketing

Devs band together for Help: The Game to raise cash for War Child 2
by Chris Kerr [07.27.16]
A group of 11 developers, including Team 17, Rovio, and Bossa, and Creative Assembley, have released Help: The Game to raise money for War Child. 
Console/PC, Programming

Epic launches public bug tracker for Unreal Engine 2
by Chris Kerr [07.27.16]
"No longer will you have to wait, wonder or ask about the status of an issue whenever one of our support staff or engineers reference a JIRA ticket number on the forums or Answerhub."
Console/PC, Programming

Nintendo stays the course despite flagging sales and profits 4
by Chris Kerr [07.27.16]
Nintendo's financials for the quarter ended June 30, 2016, are out, and sales and profits have both taken a hit.
Console/PC, Smartphone/Tablet, Business/Marketing

Blog: Testing for game development 2
by Chris Kerr [07.27.16]
"It doesn't matter what language, engine, API or platform you use. It doesn’t matter how many games you’ve made or plan on making or even the size of your games. This article is for you"
Production

Blog: Pros and cons of Pokemon Go's monetization system 15
by Chris Kerr [07.27.16]
It's incredibly popular, but can Pokemon Go cash in on its fame? Radiant World's monetization director Ramin Shokrizade finds out.
Smartphone/Tablet, Business/Marketing

Writing romances in (non-romance) games 8
by Gamasutra Community [07.27.16]
Ex-BioWare video game writer Alex Free (Star Wars: The Old Republic, Shadow Realms) explores the unique challenges writers face in creating meaningful romances for video games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Apple iPads make a brief surge in 2016 third-quarter report  
by Bryant Francis [07.26.16]
Apple's numbers remain steady as iPad revenues move upward for the first time in a while thanks to the launch of the iPad Pro.
Smartphone/Tablet, Business/Marketing

Get a job: Deep Silver Volition seeks a senior Technical Artist  
by Staff [07.26.16]
Saints Row developer Deep Silver Volition is looking to bring on an experienced technical artist to take a senior position at its headquarters in Champaign, Illinois.
Console/PC, Art, Recruitment

Video: Tips from Paradox on mixing history with game design  
by Staff [07.26.16]
At GDC 2016, Paradox Development Studio's Chris King shares solutions his studio has for bringing history into your game, while at the same time ensuring the game itself is fun and compelling to play.
Console/PC, Indie, Design, Video, Vault

Rad adds newer, faster game data compressors to its Oodle offerings  
by Alex Wawro [07.26.16]
Fun names alert: RAD Game Tools has updated its Oodle library of data compression tools for game developers with two new compressors, Selkie and Mermaid, that are faster than Oodle's extant Kraken.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Production

Don't Miss: Drugs, randomness, and moral grey areas in We Happy Few 5
by Joel Couture [07.26.16]
Now that the game is out on Early Access, take a moment to read our chat with Compulsion Games' creative director Guillaume Provost about We Happy Few's intriguing design and development.
Indie, Programming, Design, Production

Political snarls drive prominent game educators out of Wisconsin 3
by Alex Wawro [07.26.16]
Frustrated with an inhospitable political climate, University of Wisconsin-Madison game researchers/educators Constance Steinkuehler and Kurt Squire are planning to decamp for California.
Serious, Business/Marketing

Blog: Game UX Summit sessions roundup  
by Gamasutra Community [07.26.16]
Epic Games director of user experience Celia Hodent brings us a detailed roundup of the Game UX Summit.
Design

Investors pour $55 million more into mobile game publisher Scopely  
by Alex Wawro [07.26.16]
Mobile game firm Scopely has managed to raise $55 million in a Series B round of financing, and it plans to put that money towards expanding its developer ecosystem and investing in games.
Smartphone/Tablet, Business/Marketing

A new breed of arcade: Putting devs' skill-based games on casino floors 7
by Alex Wawro [07.26.16]
Gamblit exec Darion Lowenstein speaks to how and why the company wants to work with devs to put simple video games on casino floors. Think '90s arcade games, but with the option to wager real money.
Smartphone/Tablet, Business/Marketing