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April 24, 2017
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Blog: Where's the best place to soft launch a mobile game?  
by Gamasutra Community [04.12.17]
The principal point in your decision on where to soft-launch your app depends on the markets you going to shoot upon releasing worldwide. Allow me to explain.
Smartphone/Tablet, Business/Marketing

Slow Game Jam aims to fuel creativity by canning crunch
by Chris Kerr [04.12.17]
"The jam was anti-crunch, asking jammers to relax and allow themselves to be playful and creative. To begin, we asked them to imagine they were musicians in a living-room, jamming a tune together."
Programming, Design, Production

Rocket League physical sales top 1 million
by Chris Kerr [04.12.17]
Psyonix has sold 1 million physical copies of its hit racing-soccer hybrid, Rocket League, in less than a year. 
Console/PC, Business/Marketing

Chat with us about the latest details on Project Scorpio at 12PM EDT  
by Bryant Francis [04.12.17]
Got opinions about how Project Scorpio will impact game development? Share them with us as we go live to talk about Project Scorpio at 12PM EDT.
Console/PC, Design, Video

Blog: It all starts with pens, papers and scissors
by Gamasutra Community [04.12.17]
Here is a brief presentation of how we are prototyping the gameplay and the graphical part of our current game, Swim Out.
Design, Production

Q&A: With Scorpio rising, Phil Spencer looks to the future of Xbox
by Alex Wawro [04.12.17]
A chat with Xbox chief Phil Spencer about everything from Microsoft's VR plans to the future of consoles, and how Project Scorpio represents an attempt at "learning from some of our PC heritage.
Console/PC, Business/Marketing

Inside the next Xbox: Project Scorpio and its brand-new dev kit Exclusive 7
by Alex Wawro [04.12.17]
In which Gamasutra goes to Microsoft, takes an in-depth look at the Project Scorpio dev kit and sits down to chat with Xbox chief Phil Spencer and other folks involved with its design.
Console/PC, Design, Production, Business/Marketing, Exclusive

Crafting Drawn to Death's deliberately 'bad' hand drawn art style 1
by Alan Bradley [04.12.17]
“The game was envisioned as a hand drawn shooter. As gameplay and weapons evolved, so did our idea of the artist -- a high school kid who was extremely creative, but not terribly skilled artistically."
Console/PC, Art, Design, Video

Eador dev Snowbird Games lays off the majority of staff  
by Alex Wawro [04.11.17]
Russian indie studio Snowbird Games announced last month that most of its staff is being let go in the wake of a poor reception to its most recent game, Eador: Imperium.
Indie, Business/Marketing

Video: Storytelling is a team sport! A guide to game dev collaboration 1
by Staff [04.11.17]
At GDC 2017, Eidos Montreal's Rayna Anderson and Insomniac Games' Ryan Benno explain how to pinpoint problem areas between dev departments in advance -- before your team has a crisis of collaboration.
VR, Console/PC, Smartphone/Tablet, Indie, Production, Video, Vault

Moshi Monsters dev nets $1.5M investment as it dodges bankruptcy  
by Alissa McAloon [04.11.17]
The British developer Mind Candy has managed to stave off financial crisis for the time being by both renegotiating a $8.1 million loan and raising an additional $1.5 million from its investors.
Console/PC, Smartphone/Tablet, Business/Marketing

Blog: A recipe for a great game jam  
by Gamasutra Community [04.11.17]
Four-time Nordic Game Jam award winner, Anders Rauff-Nielsen, takes a look at game jams and how you might make your own jam experience even better.
Business/Marketing

Get a job: Vicarious Visions is hiring a Tools Engineer  
by Staff [04.11.17]
Vicarious Visions is looking for a Tools Engineer to join its team of specialists in developing an in-house suite of tools used by designers, artists, and engineers for the Destiny franchise.
Console/PC, Programming, Recruitment

Heads up, mobile devs: iOS 11 could drop support for 32-bit apps 6
by Alissa McAloon [04.11.17]
New notifications in the latest firmware update suggest that older apps won't be supported by an approaching version of iOS.
Smartphone/Tablet

Don't Miss: Yooka-Laylee devs break down how game design has changed since the N64 era 1
by Staff [04.11.17]
Playtonic Games' Yooka-Laylee is a spiritual successor to Banjo-Kazooie made by ex-Rare devs who worked on that 1990s classic. We asked them what's changed about game design since the N64 era.
Console/PC, Indie, Programming, Art, Audio, Design, Production

Nintendo is offering up to $20k to folks that track down Switch vulnerabilities  
by Alissa McAloon [04.11.17]
Nintendo has extended the scope of its HackerOne Bug Bounty campaign to offer cash rewards to those who track down certain Switch exploits and vulnerabilities.
Console/PC, Programming

Remedy returning to PlayStation development after over a decade
by Chris Kerr [04.11.17]
Alan Wake and Max Payne developer Remedy Entertainment is poised to return to PlayStation development after well over a decade.
Console/PC, Business/Marketing

Blog: Resident Evil and the power of narrative context  
by Gamasutra Community [04.11.17]
When combining confined gameplay with narrative and context, you can create an incredibly immersive experience, argues Frictional Games' Thomas Grip.
Console/PC, Design

What impact is outsourcing having on the video game industry?
by Chris Kerr [04.11.17]
Why are more and more game companies outsourcing work, and what does that mean for those workers chasing stability and security in an industry that's now worth $75 billion? 
Production, Business/Marketing

League of Legends dev opening London office to grow player base
by Chris Kerr [04.11.17]
League of Legends developer Riot Games is opening a new London office to build out its player base in the region.
Console/PC, Business/Marketing