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December 6, 2016
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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. 

Blog: Approaching game design as 'creative play' 1
by Gamasutra Community [11.28.16]
Game design is fun, when you're not crushing bugs! This is a quick introduction to No Second Chance, an app we're making at The Metamakers Institute about game design as creative play.

Sproing Interactive lays off staff, now focused on 'profitable projects'  
by Chris Kerr [11.28.16]
Leading Austrian game developer Sproing Interactive has laid off two of its five development teams in the face of rising debt. 

Hello Games charts new course with huge No Man's Sky update 14
by Chris Kerr [11.28.16]
Hello Games has pulled back the curtain on a huge No Man's Sky update, which brings base building, freighters, and farming to the procedurally generated space sim.
Console/PC, Production, Business/Marketing, Video

Blog: Developing my first console game  
by Gamasutra Community [11.28.16]
How we turned our 2012 7DFPS entry into a Nintendo Wii U couch multiplayer extravaganza for up to four combatants and one lucky commentator.
Console/PC, Programming, Design

Graphics Deep Dive: Cascaded voxel cone tracing in The Tomorrow Children 8
by James McLaren [11.28.16]
"Rather than a traditional forward or deferred lighting system, we created a system that lit everything by tracing cones through voxels," explains James McLaren, director of engine technology at Q-Games.
Console/PC, Programming, Art, Video, Deep Dive

Video Game Deep Cuts: Zelda in Shenzhen Westworld  
by Gamasutra Staff [11.27.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, examines classic Zelda, contemporary Shenzhen I/O, & Westworld's VR experiment.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Blog: Studying gameplay progression in endless runners  
by Gamasutra Community [11.25.16]
This blog post reviews some design considerations I made while studying popular runners games. The gameplay progression is deconstructed into a flowchart to highlight the importance of different elements.
Smartphone/Tablet, Design

Why StarCraft II might be the key to creating advanced AI 2
by Chris Kerr [11.25.16]
"It is treating the data in the game as a visual format, so that a learning AI can take in this information and actually start playing like a humans."
Console/PC, Programming

See Naughty Dog deconstruct Uncharted 4's physics animation at GDC 2017  
by Staff [11.25.16]
At GDC 2017 next year, Naughty Dog technical animator Michal Mach will reveal how its remarkable physics-driven animation systems came together. Don't miss it!
Console/PC, Art, GDC

Blog: 6 PR lessons learned from launching an episodic indie game  
by Gamasutra Community [11.25.16]
To celebrate this week’s launch of Episode 2 of The Lion's Song, we want to share some episodic-specific PR lessons we learned from supporting developer Mipumi Games in launching Episode 1.
Indie, Business/Marketing