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April 30, 2016
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April 30, 2016
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Video: Platinum's guidelines for great action game design  
by Staff [04.19.16]
Platinum Games' Atsushi Inaba takes the stage at GDC 2016 to speak frankly about Platinum's philosophy of action game design, which has guided the development of games like Bayonetta and Vanquish.
Console/PC, Design, Video, Vault

Space Pirate Trainer dev: VR game design demands great audio work  
by Alex Wawro [04.19.16]
In an interview with Develop, I-Illusions founder Dirk van Welder explains how the process of designing Space Pirate Trainer for the HTC Vive has given him a new appreciation for good audio design.

Survey: First-person shooters are the most popular eSport to watch 5
by Alex Wawro [04.19.16]
When asked by the research arm of PwC which genres they watch, 63 percent of survey respondents who identified as eSports viewers said first-person shooters, as opposed to just 37 percent for MOBAs.
Social/Online, Business/Marketing

Blog: Now we're talking business 1
by Gamasutra Community [04.19.16]
A post on the pain of discussing financial numbers as an indie: "All-in-all, looking at this, the numbers are a doable challenge. One that will keep me sleepless for some weeks to come."
Indie, Business/Marketing

How Dark Souls III masterfully teaches its gameplay 1
by Gamasutra Community [04.19.16]
"As a level designer, I'm always appreciative of a great tutorial, especially one that's informative and fun to play, and cleverly woven into a game's main entry point. The tutorial in Dark Souls III does all of this."
Console/PC, Design

The importance of presentation in games and how to strengthen it 4
by Gamasutra Community [04.19.16]
"Perhaps the biggest boon video games have as an interactive medium is that they are capable of utilizing their numerous components to craft a multilayered experience that enraptures players and holds their attention in the long run."
Console/PC, Smartphone/Tablet, Indie, Art, Design, Business/Marketing

Autodesk acquires rendering outfit, Solid Angle  
by Chris Kerr [04.19.16]
"Efficient rendering is increasingly critical for 3D content creation and acquiring Solid Angle will allow us to help customers better tackle this computationally intensive part of the creative process."

Getting started creating editor extensions in Unity 1
by Gamasutra Community [04.19.16]
Want to customize the Unity engine? Here's a quick guide on how to get started, complete with sample code and specific things you can try.
Console/PC, Smartphone/Tablet, Indie, Programming

Mobile games help China leapfrog Japan on iOS revenue charts  
by Chris Kerr [04.19.16]
App Annie's latest mobile index shows the region's growth was driven "almost entirely by games," and was centred around a group of core titles including Fantasy Westward Journey and Hero Moba.
Smartphone/Tablet, Business/Marketing

Don't miss: The Game Outcomes Project, Part 1: The Best and the Rest 21
by Gamasutra Community [04.19.16]
Veteran developers who have worked on many different teams often remark that they see vast cultural differences between them, but what causes the differences between those teams?

New detailed rumors swirl around 'PlayStation 4.5,' aka 'Neo' 1
by Chris Kerr [04.19.16]
Video game news site Giant Bomb claims to have received a handful of concrete details regarding the PlayStation 4.5, or, as it's reportedly being referred to internally, the "Neo."
Console/PC, Business/Marketing

A critical review of the Games 4Diversity jam 3
by Gamasutra Community [04.19.16]
"I had a good time with friends and fellow developers. Yet, I do think it is important to also critically look at what this jam, and jams like it, achieve. Are they successful in their purpose, and do they reach the intended goals?"
Indie, Business/Marketing

Q&A: The guns and dungeons of Enter the Gungeon 2
by Tim W. [04.19.16]
"The biggest challenges for making a procedural dungeon are 1) making it fun but fair, and 2) giving it a sense of structure. I like to say that we tried to teach our game to make Zelda dungeons."
Console/PC, Indie, Design, Video

Blog: Why a swear-word filter first? My unusual development priorities 7
by Gamasutra Community [04.19.16]
"I've prioritized some unusual aspects of my game over developing gameplay features or producing content: a swear-word filter, menus, and a tutorial. Those are all things that usually tend to get taken care of at the end of production."
Indie, Production

Get a job: CCP in Reykjavik is hiring a Game Design Director  
by Staff [04.18.16]
The creator of EVE Online is looking for an experienced hand with MMO development chops to join the EVE Online team as a design director at CCP's HQ in Reykjavik, Iceland.
Social/Online, Design

Video: A postmortem look at the making of Alphabear  
by Staff [04.18.16]
"We said fuck it, third time's the charm," said Spry Fox CEO David Edery at GDC 2016 in a frank postmortem about how the studio (eventually) found success with a word puzzle game featuring cute bears.
Smartphone/Tablet, Programming, Art, Audio, Design, Business/Marketing, Video, Vault

Blog: Crunch, passion killers, and persistence: Finding balance in game dev 11
by Gamasutra Community [04.18.16]
"How much innovation and creativity do we as a society seriously lose every year as a result of being an actual... wage slave? How much does the games industry in particular lose out on?"
Console/PC, Business/Marketing

Don't miss: How long game developers actually work 2
by Marie-Josée Legault, Johanna Weststar [04.18.16]
A decade's worth of information on how long developers really work -- culled from surveys given to game developers and interviews with them, as crunched by two academics who know the subject well.
Console/PC, Social/Online, Smartphone/Tablet, Indie

GameStop now plans to stock at least 5 different VR headsets  
by Alex Wawro [04.18.16]
GameStop confirmed plans today to sell the MergeVR smartphone VR headset in hundreds of its retail stores, alongside the HTC Vive, the Oculus Rift, Sony's PlayStation VR and Samsung's GearVR headsets.
VR, Business/Marketing

Next-level 2D lighting 1
by Gamasutra Community [04.18.16]
"The progress of my research in interactive Global Illumination (GI) for two-dimensional (2D) games will be discussed, and one particular method will be explained namely, Signed Distance Fields (SDF)."
Console/PC, Smartphone/Tablet, Indie, Programming, Art