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December 2, 2016
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Vicarious Visions co-founders form experimental game dev, Velan Studios  
by Chris Kerr [11.21.16]
Vicarious Visions co-founders Karthik and Guha Bala have reunited, as promised, to form new indie game dev, Velan Studios. 
Production, Business/Marketing

Star Citizen dev will share production schedules with players 2
by Chris Kerr [11.21.16]
"We're going to share our internal schedule and its breakouts on a weekly basis. These are the very same schedules we update daily and are circulated internally on our intra-studio hand-offs."
Console/PC, Production, Business/Marketing

Blog: What are 'reality-inspired' games?  
by Gamasutra Community [11.21.16]
Our upcoming title, Bury me, my Love, is a reality-inspired game. This is rather uncommon in the video game landscape -- so I thought it'd be useful to try and define what the genre is about.
Design

Designing Civilization VI's distinctive districts system 1
by Alan Bradley [11.21.16]
“Districts add a land-management aspect to planning your cities, which then becomes a whole series of planning choices you make through the game,” say Dennis Shirk, Civilization 6’s lead producer
Console/PC, Design, Video

Video Game Deep Cuts: Dishonored Guardian's Credits  
by Gamasutra Staff [11.20.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, examines Dishonored 2 from multiple angles, The Last Guardian, & alternate game credits displays.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

Learn how Harvey Smith snuck his way into his first game job  
by Bryant Francis [11.18.16]
Some people go to game school, some people go skydiving with Richard Garriott.
Console/PC, Design, Video

Get a job: Wargaming is hiring a Software Engineer  
by Staff [11.18.16]
Wargaming Sydney is seeking an experienced Software Engineer with good knowledge of low-level systems programming looking to transfer to the exciting world of video games.
Console/PC, Programming, Recruitment

The Witcher 3: Blood and Wine DLC among winners at Golden Joystick Awards 1
by Alissa McAloon [11.18.16]
The second major story DLC pack for CD Projekt Red's The Witcher 3 won awards in two categories during the 34th annual player's choice Golden Joystick Awards.
Console/PC, Smartphone/Tablet, Indie

Don't Miss: How Butt Sniffin Pugs creates joy through accessibility 1
by Staff [11.18.16]
"If we could catalyze a multiplayer experience that revolved around joy, not only would it be memorable, but it would be fulfilling for us as developers! What better way to feel good about your game?"
Console/PC, Indie, Design

Gamasutra plays Dishonored 2 with co-creative director Harvey Smith  
by Bryant Francis [11.18.16]
Dishonored 2 co-creator Harvey Smith weighs in on what to do with a drunken whaler whilst navigating the labyrinthine confines of the Clockwork Mansion.
Console/PC, Design, Video

Android users spend more time playing games than iOS users, says Unity report 2
by Alissa McAloon [11.18.16]
A quarterly report from Unity lists the difference in playtime and total gameplay sessions across different mobile platforms, OS versions, and devices.
Smartphone/Tablet, Business/Marketing

Blog: 9 things they didn't tell me about being an indie developer 15
by Gamasutra Community [11.18.16]
"I want to talk about a few other aspects of indie development that aren’t often talked about. Whether you’re an aspiring developer or an experienced veteran looking back, I hope you can relate."
Indie

Characterization through fashion in Dishonored 2  
by Chris Kerr [11.18.16]
"[Emily] seems to have a darkness about her and this is what we wanted to highlight; that’s the reason we went with black for her clothes."
Art, Design

At GDC 2017, get a behind-the-scenes look at composing music for Doom  
by Staff [11.18.16]
In his GDC 2017 session on "Doom: Behind the Music," composer Mick Gordon will delve into the composition, production and creative philosophies behind the hell-raising 2016 game soundtrack.
Console/PC, Audio, GDC

Blog: Getting the most out of your early access community 6
by Gamasutra Community [11.18.16]
How a six-person indie studio managed large scale testing, balancing, crash reports, and community feedback, during the Early Access period of Book of Demons.
Console/PC, Business/Marketing

Obituary: Need for Speed composer, Saki Kaskas 2
by Chris Kerr [11.18.16]
"Saki was a gentle, kind soul, with a heart of gold. He was one in a million. He was a master of his craft, and I don't exaggerate when I say that he was the most talented musician I have ever known."
Console/PC, Audio

Blog: Weaving narratives into procedural worlds 7
by Gamasutra Community [11.18.16]
Examining the value, characteristics, and methods of integrating static narratives into otherwise procedurally generated environments.
Programming, Design

Blog: VR retail practices need an urgent makeover 2
by Gamasutra Community [11.18.16]
As research for an upcoming consumer shopping guide, Neil Schneider secret shopped for VR headsets at multiple Best Buys, EB Games, and Microsoft Stores. This is what he discovered.
VR, Business/Marketing

Blog: The importance of UI for player retention 4
by Gamasutra Community [11.18.16]
Ubisoft game designer Stanislav Costiuc looks at how certain parts of UI can keep players in the game, or fail to do so.
Business/Marketing

Hideo Kojima to be honored with Industry Icon Award  
by Chris Kerr [11.18.16]
Metal Gear Solid creator Hideo Kojima will be honored at The Game Awards 2016 with the Industry Icon Award. 
Design