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Ark: Survival Evolved spins off Jurassic Park-styled VR experience  
by Chris Kerr [11.29.16]
Ark: Survival Evolved developer Studio Wildcard has dreamed up a novel way of expanding the universe of its hit Early Access dinosaur hunting survival game.
Console/PC, Business/Marketing

Why player empowerment is at the core of Dishonored 2  
by Chris Kerr [11.29.16]
"You can make your path through the game, and you have a sense that there was a lot more going on. And therefore the sequence of things that happened to you are yours."
Console/PC, Design

Blog: How many mechanics should a game have? 9
by Gamasutra Community [11.29.16]
First off, I acknowledge that this is the wrong question to ask. The better question is: "How can I determine how many mechanics my game should have?" This essay gives my own opinion on that question.
Design, Business/Marketing

Nintendo details plans to open attractions at Universal theme parks  
by Chris Kerr [11.29.16]
Japanese video game giant Nintendo is expanding its business horizions by tapping into the resorts industry via its extant partnership with Universal.
Console/PC, Business/Marketing

Blog: A Disastr_Blastr post-postmortem 3
by Gamasutra Community [11.29.16]
From the wasteland of Greenlight to the nirvana of Steam release -- a year in the life of an indie arcade shooter about a block that shoots blocks at other blocks in a world made of blocks.
Design, Production

Ubisoft wants to unite the fragmented VR market with cross-platform play  
by Chris Kerr [11.29.16]
Ubisoft intends to do its bit to unite the fragmented virtual reality market by bringing cross-platform play to its current crop of VR titles.
VR, Business/Marketing

Blog: On the generation of procedural organs  
by Gamasutra Community [11.29.16]
How would you go about creating a system to procedurally generate internal organs?Bestiarium developer Yanko Oliveira finds out.
Programming, Design

6 ways that the Final Fantasy franchise continues to influence devs 4
by Jon Irwin [11.29.16]
Final Fantasy was the first game that really made you feel something for characters, and feel that the game world meant something," says Andrew Allanson, whose YIIK was inspired by the franchise.
Console/PC, Art, Design, Video

Mini-documentary sheds light on Japan's Game Preservation Society  
by Alex Wawro [11.28.16]
"Our mission is to restore a number of games we consider important," Game Preservation Society frontman Joseph Redon says in a new mini-doc. "but also to leave behind an archive for future research."
Console/PC

How do you plan for extraordinary moments in procedural design?  
by Bryant Francis [11.28.16]
We caught up with Moon Hunters lead designer Tanya Short to talk about making great moments in procedural game design.
Console/PC, Design, Video

Obituary: Veteran game artist Stephen Hornback 1
by Alex Wawro [11.28.16]
Hornback, who passed away Saturday at the age of 62, is best known for his work at Apogee Software/3D Realms on everything from Duke Nukem II to Rise of the Triad to Shadow Warrior.
Console/PC, Art

How Thumper got its turns on track  
by Alex Wawro [11.28.16]
"In the beginning I was pretty down on perfect turns," Thumper dev Brian Gibson tells RPS in a new turn-focused chat. "Over time it grew on me and I realized that it does make the game better."
Indie, Design

Blog: Achieving a retro look without pixel art 3
by Gamasutra Community [11.28.16]
Some people think a retro games are synonymous with pixel art. I don't agree much, because I don't equate the size of pixels or the number of colours to how retro a game is.
Art, Design

Get a job: Heart Machine is hiring a Gameplay Engineer  
by Staff [11.28.16]
Heart Machine is seeking a Gameplay Engineer to craft code for character movements, NPC interactions, scripted sequences, enemy combat, environmental interactions and much more in Culver City, CA.
Console/PC, Indie, Programming, Recruitment

Don't Miss: Writing Firewatch, and capturing the beauty of being alone 2
by Staff [11.28.16]
"People go to Wyoming because they’re captivated by the beauty and the aloneness. Growing up in there creates certain feelings inside you that you don’t really get rid of for the rest of your life."
Indie, Art, Design

The idea for Titanfall 2's most iconic level predates the series itself  
by Alissa McAloon [11.28.16]
In a recent interview, Respawn's Jake Keating explains some of the design tricks and considerations that went into making Titanfall 2's Effect and Cause mission.
Console/PC, Design

Revisiting Cibele: Playing with the connections we create through tech  
by Joel Couture [11.28.16]
A year after its release, we look back on what this intensely personal game about a youthful online romance has to say about the bonds that we form with one another via technology.
Console/PC, Indie, Design, Video

Sponsored: How Telltale Games handles version control  
by Francisco Monteverde, CEO, Codice Software [11.28.16]
The type of version control system a studio uses is often a religious issue when it comes to software dev tools. Telltale Games has found much success in using a new VCS: Plastic SCM.
Programming, Production, Video, Sponsored Article

Come to GDC 2017 and get expert advice on using video ads in games  
by Staff [11.28.16]
In a GDC 2017 talk entitled "Breaking Ad: The Formula for Winning Video Advertising'", Storm8's Dillon Becker shows how to produce high-performing video ads through testing, analysis and iteration.
Smartphone/Tablet, Business/Marketing, GDC

Game industry veteran Mike Fischer appointed interim president of the AIAS  
by Chris Kerr [11.28.16]
The Academy of Interactive Arts and Sciences (AIAS) has appointed Epic Games' former head of publishing Mike Fischer as its interim president. 
Business/Marketing