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August 27, 2016
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August 27, 2016
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Don't Miss: The Essential 20 - A Japanese RPG primer for devs 32
by Kurt Kulata [08.16.16]
Almost 10 years after this 2008 feature was published, it's still worth reading for some intriguing opinions on the design and influence of some well-known (and some relatively unknown!) JRPGs.
Console/PC, Art, Design

Intel is building its own standalone VR headset: Project Alloy 1
by Alex Wawro [08.16.16]
Intel is working on a standalone "merged reality" headset, Project Alloy, that will be compatible with Microsoft's Windows Holographic platform.
VR, Business/Marketing

Blog: Building a massively multiplayer online game of Whack-A-Mole 1
by Gama Sutra [08.16.16]
The story of how one dev built an MMO version of Whack-A-Mole with a server-less architecture. More than 20 people can compete at the same time on a big dashboard -- by playing on their phones.
Social/Online, Design

Programming principles from the early days of id Software 4
by Kris Graft [08.16.16]
At GDC Europe in Cologne, Germany today, Romero ran down some of the key programming principles that id Software adhered to in the influential studio’s early years.
Programming, Design, GDC Europe

Death and consequences in game design  
by Gama Sutra [08.16.16]
Indie devs were brought together by the IGDA Switzerland chapter to talk about death and consequence in game design. What emerged were varied perspectives that reflected the complex nature of death.
Console/PC, Design

Xbox Game Preview initiative heading to Windows 10 PCs  
by Chris Kerr [08.16.16]
The first game to make use of Game Preview on PC will be Rockfish Games' space shooter, Everspace -- though there's no word on when the game will actually enter the program.
Console/PC, Business/Marketing

Rift gets UK price hike as headset heads to retail in Canada and Europe 1
by Chris Kerr [08.16.16]
The Oculus Rift will make its European and Canadian retail debut on September 20, although UK customers will now have to pay a little bit extra.
VR, Business/Marketing

Studying Pokemon Go's impact on smaller developers  
by Gamasutra Community [08.16.16]
App Annie reported that Pokemon Go did not have a sustained negative impact on other mobile game revenue and engagement. One economist tried to verify this claim...and got mixed results.
Smartphone/Tablet, Business/Marketing

Blog: Can computer-aided design help us create fair, fun, interesting puzzles?  
by Gamasutra Community [08.16.16]
A programmer on the simple puzzle game Skiddy shares "an in-depth feature on our procedural level generation, analysis and rating."
Console/PC, Indie, Programming, Design

3 reasons why PC game ports often miss the mark (and what to do about it) 4
by Kris Graft [08.16.16]
At GDC Europe in Cologne, Germany this morning, Ubisoft Blue Byte's Philipp Sonnefeld explained the challenges of bringing For Honor to PC.

What game developers are saying about No Man's Sky 42
by Chris Baker [08.16.16]
"The design is: ‘here’s an infinite procedural world. I hid a game in here, see if you can find it.’ I think that’s kind of cool! Treasure hunts are under-represented as a basic model of game design"
Console/PC, Indie, Art, Design

Get a job: Sucker Punch seeks an experienced Systems Programmer  
by Staff [08.15.16]
InFamous: Second Son studio Sucker Punch is hiring an experienced coder to work as a senior systems programmer on a yet-unannounced project at its Bellevue, Washington offices.
Console/PC, Programming, Recruitment

Video: Making Her Story and using the player's imagination as a narrative tool  
by Staff [08.15.16]
In this GDC 2016 talk game designer Sam Barlow shares lessons learned from making Her Story and explores why the most powerful game engine in the world is your player's brain.
Indie, Design, Video, Vault

Bethesda: Long marketing campaigns are a distraction from game dev 1
by Alex Wawro [08.15.16]
Following the success of Fallout 4, Bethesda says it will continue to try and keep big game marketing campaigns short, in part because they distract devs from the business of actually making the game.
Console/PC, Production, Business/Marketing

Blog: Lessons from presenting a talk at GDC 3
by Gamasutra Community [08.15.16]
Indie dev Ryan Darcey breaks down his experience submitting and presenting a talk at GDC 2016.
Indie, Design

Don't Miss: How these Super Metroid hackers are still going strong 17
by Victoria Earl [08.15.16]
A strong community can mean the difference between success and mediocrity, even for a well-made game. In this classic feature, Victoria Earl explores the modern-day Super Metroid hacking community.
Console/PC, Programming

Real talk about what it's like to write video games  
by Alex Wawro [08.15.16]
"Story is not everything in a video game. Maybe this causes you to clutch your pearls in shock, but it’s true," writes longtime game scribe David Gaider. "Game writing is largely about collaboration."
Console/PC, Indie, Design

Blog: Avoiding choice overload in games 6
by Gamasutra Community [08.15.16]
It's easy to overwhelm players with too much choice. In this post game user researcher Bob Tilford discusses the literature of excess choice and how it relates to game design.

Marvel Contest of Champions bringing in over $25M a month  
by Chris Kerr [08.15.16]
Free-to-play brawler Marvel Contest of Champions has become Marvel's highest grossing game of all time, across every platform.
Smartphone/Tablet, Business/Marketing

Blog: 50 tips and best practices for Unity 18
by Gamasutra Community [08.15.16]
Gamelogic founder runs through some Unity strategies that will make your projects simpler to understand, harder to break, and quicker to ship.
Programming, Design