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March 28, 2017
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Blog: The fundamentals of pricing indie game marketing 2
by Gamasutra Community [03.28.17]
You’re getting ready to launch your next best indie game, and you want to know how much you should spend on marketing. This article offers some advice to set you on the right path.

Blog: Is Early Access really worth it? 2
by Gamasutra Community [03.28.17]
I've come to the end of my Early Access period and I'm wondering is it worth it, or is Early Access dead?
Production, Business/Marketing

Crafting the complex, chaotic ecosystem of Rain World  
by Chris Priestman [03.28.17]
All of the creatures in Rain World have their own survival needs. Outside of the player's field of view, they're still alive, hunting food, getting into territorial fights, and finding new homes.
Console/PC, Indie, Design, Video

How a Mass Effect: Andromeda rock wound up in Star Wars Battlefront  
by Alex Wawro [03.27.17]
"It was a very good rock," Andromeda dev Scotty Brown tells Glixel, joking about an odd problem devs can encounter when two studios go to the same place to photogrammetrically capture terrain.
Console/PC, Art, Production

Zelda devs share their favorite Breath of the Wild bits  
by Alex Wawro [03.27.17]
"I really like the [shrine] where the floor is all bouncy and sends you whooshing up towards the ceiling," said Breath of the Wild dev Takuhiro Dohta in this brief roundtable chat with the game's leads.
Console/PC, Design, Video

Video: The dos and don'ts of game dev workplace design  
by Staff [03.27.17]
At GDC 2015, game dev (and former architectural historian) Demetri Detsaridis examines why devs should think deeply about their workspace, and how they can improve it in order to improve their games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Video, Vault

Get a job: Skydance Interactive is hiring a Multiplayer Level Designer  
by Staff [03.27.17]
Skydance Interactive is looking for a Multiplayer Level Designer to craft visually striking multiplayer levels that take advantage of competitive FPS mechanics.
Design, Recruitment

How Final Fantasy Versus XIII influenced the design of Final Fantasy XV  
by Alissa McAloon [03.27.17]
Final Fantasy XV rose from Versus XIII's ashes to survive a ten year long, multi-generational cycle. The game's producer explained how that unique situation went on to shape XV's design.
Console/PC, Design

Blizzard's Overwatch League could see $100M in its first year, says analyst 1
by Alissa McAloon [03.27.17]
The investment management firm Morgan Stanley estimates that Blizzard's competitive Overwatch eSports league could make more than $100 million yearly.
Console/PC, Social/Online, Business/Marketing

Don't Miss: Building customizable characters for Destiny  
by Staff [03.27.17]
As all eyes turn to Bungie for more details on Destiny 2, take a look back at this 2014 GDC talk about designing the wide variety of gear that kept Destiny players coming back for more.
Console/PC, Art, Design

Blog: Rethinking history through the lens of video games 3
by Gamasutra Community [03.27.17]
Right now, what historians need isn't a new message about the past, but a new medium. I attended GDC earlier this month to see if video games could fill that gap.
Art, Business/Marketing

Playerunknown's Battlegrounds pulls in over $11 million in three days 1
by Chris Kerr [03.27.17]
Survival multiplayer shooter Playerunknown's Battlegrounds has pulled in over $11 million dollars in revenue during its first three days on Steam.
Console/PC, Business/Marketing

HTC bringing Vive X virtual reality accelerator to Israel  
by Chris Kerr [03.27.17]
HTC is bringing its Vive X accelerator program to Israel to help support the region's virtual reality development scene. 
VR, Business/Marketing

Blog: Thoughts on one-shot game trailers 7
by Gamasutra Community [03.27.17]
Last week, David O'Reilly released the trailer for Everything. True to the title, the trailer tries to encapsulate all that the game has to offer in a single stretch -- that's ten minutes long.
Design, Business/Marketing

Blog: Traversal and the problem with walking simulators 13
by Gamasutra Community [03.27.17]
How do you keep the player focused during times of traversal, and avoid turning your game into a walking simulator? This new blog post discusses traversal as more than simply "empty travel time."

Video Game Deep Cuts: Mass Effect's Hoodiegate Pile-On  
by Gamasutra Staff [03.26.17]
This week's Video Game Deep Cuts articles/video highlights include animators on Mass Effect: Andromeda's animation complaints, Remedy's very silly Hoodiegate, and lots, lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

To write better games, Chris Avellone takes lessons from Dr. Who  
by Alex Wawro [03.24.17]
"Throw the players into an environment with a lot of visual mysteries," veteran game designer Chris Avellone told Glixel. "Then you let them explore the environment, & try and solve those mysteries."
Console/PC, Design

Hitman dev says the secret to expansive level design is spirals  
by Alex Wawro [03.24.17]
"They're basically spirals, or a snail house, we call it," IO Interactive's Torbjorn Christensen told Rock, Paper, Shotgun,, explaining the in Hitman levels like Sapienza and Hokkaido.
Console/PC, Design

Why has BioWare made the same multiplayer game three times in a row?  
by Bryant Francis [03.24.17]
We take a look at why BioWare has stuck with horde mode multiplayer for Mass Effect: Andromeda.
Console/PC, Design, Video

GameStop lays plans to close at least 150 stores this year 3
by Alex Wawro [03.24.17]
GameStop has confirmed plans to close at least 150 GameStop stores around the world this year in an ongoing effort to close down underperforming locations -- but its opening 100 new non-game stores.
Console/PC, Business/Marketing