Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 22, 2016
arrowPress Releases

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

Blizzard experiments with $10 buy-in for its latest Hearthstone event 1
by Alex Wawro [10.17.16]
This week the Hearthstone team at Blizzard slipped a competitive tournament with a $10 buy-in into the free-to-play card battler via its week-long "Heroic Tavern Brawl" event.
Console/PC, Business/Marketing

How does storytelling differ between video games and literature?  
by Alissa McAloon [10.17.16]
Raph Koster explains how storytelling has changed since the days of bards and campfire stories, and discusses how video games reflect those changes.
Console/PC, Design, Video

Industrial Light & Magic is hiring a Gameplay Programmer 1
by Staff [10.17.16]
Industrial Light & Magic is seeking a gameplay programmer to design and implement solutions for gameplay mechanics, AI, player controls, animation, physics, and UI in San Francisco, CA.
VR, Console/PC, Programming, Recruitment

What the code of No Man's Sky says about procedural generation 1
by Alissa McAloon [10.17.16]
A programmer dissected the code of No Man's Sky to find out exactly how it procedurally generates planets full of unique content.
Console/PC, Programming

Blog: Postmortem of an unknown indie dev's first Steam launch 38
by Gamasutra Community [10.17.16]
"About a month ago, we (Onion Core) released our first game on Steam, Trials of Azra. In this article I tell you all about the expectations, the process, and the results."
Console/PC, Business/Marketing

Don't Miss: How 1979 Revolution: Black Friday drops players into a real crisis 4
by Staff [10.17.16]
Developer Navid Khonsari details the personal experiences that inspired him to tell the story of the Iranian Revolution in his award winning game 1979 Revolution: Black Friday.
Console/PC, Indie, Design

IndieCade announces list of 2016 award winners  
by Alissa McAloon [10.17.16]
Infinite-0 and Diaries of a Spaceport Janitor are among the 12 games that received awards at the 2016 IndieCade festival this past weekend.
Indie, Art, Design, Production

Reminder: 1 week left to submit your games to the 2017 IGF!  
by Staff [10.17.16]
Heads up, devs: Submissions are officially open for the 2017 Independent Games Festival, the signature competition for indie games -- and the deadline to submit your game is next Monday, October 24th!
Indie, IGF

Learn how to design better mixed-reality experiences at VRDC!  
by Staff [10.17.16]
Omer Shapira is a lead technical artist with Nvidia, and at VRDC he'll be sharing some lessons learned by Framestore, Nvidia and more about solving complicated mixed-reality development problems.
VR, Design

Blog: The Hero's Journey of Journey 6
by Gamasutra Community [10.17.16]
In this two-part post about Hero's Journey, I examine how Campbell's monomyth structure is applied to the game Journey.
Console/PC, Design

Popular YouTubers plead not guilty to FIFA gambling offences  
by Chris Kerr [10.17.16]
Two prominent Essex-based YouTubers charged by the UK Gambling Commission of promoting online gambling to minors pleaded not guilty at court last Friday.
Console/PC, Business/Marketing

Video game voice actors' union calls 'interactive strike' to combat unfair treatment 1
by Chris Kerr [10.17.16]
UPDATE U.S. screen actors guild SAG-AFTRA has called an "interactive strike" after failing to reach an agreement with game developers regarding the fair treatment of video game voice actors. 
Production, Business/Marketing

Blog: Dealing with the 64K method limit in your Unity3D game  
by Gamasutra Community [10.17.16]
How to address the 64K DEX method limit in Unity3D for Android, and step-by-step instructions to export from Unity3D to an Android Project to enable ProGuard optimization and/or MultiDex support.
Design, Production

Blog: Is China's mobile game market really lacking innovation? 1
by Gamasutra Community [10.17.16]
Ourpalm game operations specialist Jason Kong asks whether the Chinese mobile game market has an innovation deficiency.
Smartphone/Tablet, Business/Marketing

Fleshing out Clustertruck's high concept into a satisfying game  
by Jack Yarwood [10.17.16]
Imagine a first-person platformer that has you leaping from big rig to big rig as they race down an endless, obstacle-filled roadway. Now imagine turning that concept into a fully fleshed-out game.
Console/PC, Indie, Design, Video

Video Game Deep Cuts: Emotional AI Self-Destructs 1
by Gamasutra Staff [10.17.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at the 'strange future of emotional AI', a mysterious self-destructing game, & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

Screen shake? Camera cuts? 'Most of this is not viable in VR,' says Battlezone dev 1
by Alex Wawro [10.14.16]
"We’ve spent our professional lives finding ways to make playing on a flat screen some distance away from you be...immersive," says Rebellion's Tim Jones. "Most of this is not viable in VR."
VR, Design

How might Dunbar's Number affect the future of MMORPG design? 2
by Bryant Francis [10.14.16]
What does the future of MMORPG design hold? Well according to Elder Scrolls Online creative director Rich Lambert, it'll be anchored around improvements to social design.
Console/PC, Design, Video

Miyamoto remembers Donkey Kong dev trivia -- like the original English voice acting  
by Alex Wawro [10.14.16]
"The lady stolen away by Donkey Kong was supposed to yell out, ‘Help, Help!’" Miyamoto recently recalled. "A native English speaker...they said it sounded like she was talking about seaweed: ‘Kelp, Kelp!'"
Console/PC, Production

Blog: Why VR will put game audio in the spotlight 1
by Gamasutra Community [10.14.16]
"Simulate presence is a real challenge, and audio plays a major role in the path of reaching this ultimate goal in VR."
VR, Audio