Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 28, 2016
arrowPress Releases
May 28, 2016
PR Newswire
View All






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


Integrating a Unity game with Steamworks 2
by Gamasutra Community [05.25.16]
"Steamworks SDK is distributed as a native DLL file (*.so when talking about Mac and Linux). In order to make it work with Unity you have to create a binding. Fortunately such binding already exists!"
Console/PC, Indie, Programming

How did programming the original Game Boy really work? 1
by Christian Nutt [05.24.16]
Making games for Nintendo's original portable hardware was tricky -- and a new video sheds a light on exactly how it was done.
Console/PC, Programming, History, Video

Valve's OpenVR SDK reaches 1.0.0  
by Christian Nutt [05.24.16]
New version of SDK, available from GitHub, offers better support for the Vive headset amongst other fixes and improvements.
VR, Console/PC, Programming

Former Valve employee alleges unfair treatment and unethical practices, seeks $3.1 million in damages 12
by Christian Nutt [05.24.16]
An unnamed employee of the developer says that her manager at Valve used discriminatory language, dismissed her in retaliation for a complaint, and used unpaid workers unfairly, too.
Console/PC, Business/Marketing

Video: See how Epic made Bullet Train and went off the rails of VR  
by Staff [05.24.16]
In this VRDC 2016 talk Epic Games' Nick Donaldson and Nick Whiting explain exactly how (and why) the studio's remarkable Bullet Train teleportation-driven shoot-em-up was built for VR.
VR, Design, Video, Vault

Valve embraces Vulkan with new Dota 2 beta update 1
by Alex Wawro [05.24.16]
Three months after OpenGL successor Vulkan made its formal debut, Valve has become one of the first developers to actually support the cross-platform open graphics API by patching it into†Dota 2.
Console/PC, Programming

Why Naughty Dog removed 'fun' from its Uncharted 4 focus tests 14
by Alex Wawro [05.24.16]
In a conversation with nascent games hub Glixel, Uncharted 4 creative director Neil Druckmann talks "fun" and how the notion of making a game "fun" can get in the way of enjoyment.
Console/PC, Business/Marketing

Don't Miss: How Maxis put the 'sim' in SimCity 33
by Christian Nutt [05.24.16]
In this classic chat, then-SimCity creative director Ocean Quigley reveals how Maxis designed systems that offer satisfying decisions for players & also accurately reflect aspects of the real world.
Console/PC, Programming, Design

BAFTA honors veteran game designer Amy Hennig with a Special Award 1
by Alex Wawro [05.24.16]
The British Academy of Film and Television Arts once gave numerous awards to†Uncharted 2, and now it intends to honor†onetime Uncharted†creative director and writer Amy Hennig with its Special Award.
Console/PC, Business/Marketing

Blog: Achievements are permission 3
by Gamasutra Community [05.24.16]
"Achievements, be they for getting every ending or finding every doodad, encourage the player to explore choices not make them. It encourages a distance between the player and their choices."
Console/PC, Smartphone/Tablet, Indie, Design

Paradox steps in to remove 'inappropriate' Stellaris mod from Steam 2
by Alex Wawro [05.24.16]
Paradox Interactive has removed at least one user-created mod for its recently-released space strategy game†Stellaris†from Steam Workshop, on the grounds that it enabled "discriminatory practices."
Console/PC, Business/Marketing

Better productivity through game design: Ubisoft shares tips at GDC Europe  
by Staff [05.24.16]
Come to GDC Europe and learn how Ubisoft applies game design principles to improve its production tools and processes on games like Far Cry and Assassin's Creed.
Console/PC, Production, GDC Europe

Budgeting for audio in your game's crowdfunding campaign 5
by Gamasutra Community [05.24.16]
"As a composer and sound designer for games, Iíve been asked many times for my rate(s) in anticipation of a crowd funding campaign. Given the frequency of these requests, I want to share my thoughts."
Indie, Audio, Business/Marketing

Blog: The future of game engines and cloud technology 1
by Gamasutra Community [05.24.16]
"What a real-time, cloud-based system provides is a much more streamlined approach to a developerís process while greatly enhancing the collaboration and communication among its members."
Console/PC, Smartphone/Tablet, Indie, Programming, Production

Don't stop the presses: A glance at Overwatch's ballooning media coverage  
by Chris Kerr [05.24.16]
Since being announced in November 2014, Blizzardís new hero-shooter Overwatch has been covered in the media more just under 27,000 times.†
Console/PC, Business/Marketing

CryEngine source code now available on Github 1
by Chris Kerr [05.24.16]
Crytek has released CryEngine through Github to make it easier for users to stay up to date with new releases, "as as merging code branches is an area where Git excels."
Programming

Sony expects to sell another 20 million PS4s by March 2017  
by Chris Kerr [05.24.16]
Sony expects to sell 20 million PS4s during this fiscal year, and anticipates that†sales in its Games and Network division will†rise by 8.3 percent to 1.68 trillion yen.
Console/PC, Business/Marketing

New insights into the spending patterns of whales 2
by Gamasutra Community [05.24.16]
"One of the common misconceptions about whales is that they are indiscriminate spenders who can afford anything offered to them. However, in many cases whales are anything but."
Smartphone/Tablet, Business/Marketing

How to choose the best publisher for your mobile game 1
by Gamasutra Community [05.24.16]
"The goal of this article is to provide fellow developers an actionable framework with which they can pursue and evaluate the suitability of different publishers on their business case."
Smartphone/Tablet, Business/Marketing

Freedom through constraints: The design of Michael Brough's Imbroglio 6
by Joel Couture [05.24.16]
From the 7X7 grid of Corrypt and the 6X6 of 868-HACK, Michael Brough's play spaces have continually shrunk.†His new game Imbroglio†is even more constrained: a†4X4 grid. Constraints can be freeing.
Indie, Design, Video