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May 30, 2016
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The art of balancing traditional gameplay and VR immersion in Lucky's Tale  
by Gamasutra Community [05.30.16]
Playful's Oculus Rift pack-in Lucky's Tale recently shipped. Game director Dan Hurd explains how the studio tackled design issues and the tenuous balance between the environment and gameplay.
VR, Design

Video: Historians break down Uncharted 4  
by Gamasutra Community [05.30.16]
Historians Bob Whitaker and Christopher Heaney discuss Uncharted 4. Topics included archaeology versus grave robbing, the real Nathan Drake/Indiana Jones, the meaning of treasure, and traps in tombs.
Console/PC, History

Self-evolving game content using player feedback 2
by Gamasutra Community [05.30.16]
What if we could make our generated content self-evolving? What if we could make our games become better over time?
Programming, Design, Production

#SelfieTennis Q&A: Mixing goofiness, bloodlust, sports, and unicorns  
by Joel Couture [05.30.16]
#SelfieTennis is a VR room-scale game for the HTC Vive. Also, it's completely insane. We spoke to Julie Heyde of the studio VRUnicorns about the making of the game.
Indie, Design, Production, Video

Educational game accelerator co.lab is shutting down  
by Bryant Francis [05.27.16]
After a partnership with Zynga and the NewSchools Venture Fund, co.lab founder Esteban Sosnik announces the accelerator is shutting down.
Console/PC, Production, Business/Marketing

The story behind the cancelled Legacy of Kain game 4
by Bryant Francis [05.27.16]
A dramatic new storyline, inconsistent demands from Square Enix, and struggles with fine-tuning game difficulty seem to be what doomed a sequel to the cult classic Legacy of Kain.
Console/PC, Production, Business/Marketing, Video

Total War: Warhammer becomes fastest-selling Total War game on Steam  
by Bryant Francis [05.27.16]
The latest Total War game shoots up the Steam sales chart, with a little help from a license from Warhammer.
Console/PC, Business/Marketing

Get a job: Cryptic Studios is hiring a Project Manager  
by Staff [05.27.16]
The Star Trek Online dev is currently seeking a Project Manager to work closely with programmers and game producers to organize and coordinate the development of the Cryptic game engine. 
Social/Online, Production, Recruitment

PC makers are chasing the VR wave with high-end backpack PCs 3
by Alex Wawro [05.27.16]
Virtual reality is a hot topic this year, and PC hardware manufacturers like HP and MSI are hoping to catch a bit of that heat by producing high-end PCs you can wear as a backpack.
Console/PC, Business/Marketing

Preserving the dream of the '90s Virtuality VR game tech 2
by Alex Wawro [05.27.16]
Kotaku UK finds a VR preservationist at a U.K. games festival and shares his story of studying and maintaining some of the earliest VR game machines, including the magnet-based Virtuality 1000.
VR, Business/Marketing

Unity and Unreal devs can now access WorldViz's 'warehouse-scale' VR tech  
by Alex Wawro [05.27.16]
WorldViz has what it calls a 50 x 50 meter motion tracking system for VR, and next month that tech will be accessible to game developers via new Unreal Engine 4 and Unity 5 plugins.
VR, Business/Marketing

Breaking down the anatomy of a mission in a mobile action game  
by Gamasutra Community [05.27.16]
This is how Sticky Studios created a system that its designers could use to quickly create a wide variety of missions for The Man From U.N.C.L.E. game.
Smartphone/Tablet, Design, Production

Don't Miss: John Romero and Tom Hall recount the making of Doom 10
by Staff [05.27.16]
In this timeless video postmortem, designers John Romero and Tom Hall share their stories of developing id Software's seminal '90s first-person shooter Doom.
Console/PC, Programming, Art, Audio, Design, Production

Rez's Mizuguchi reflects on his 'unorthodox' route into game dev  
by Alex Wawro [05.27.16]
"I wanted to make games with the future in mind," writes Tetsuya Mizuguchi in a new Edge feature. "The interviewer said to me: ‘You are kind of out there, but we could probably use someone like you.'"
Console/PC, Indie, Design

Blog: The mistake of chasing the king 3
by Gamasutra Community [05.27.16]
When an idea becomes big, you can bet that someone is going to try and make a game similar to cash in. But trying to emulate the king's success often doesn't work out.

Come to GDC Europe for tips on coworking with devs to make better games  
by Staff [05.27.16]
Heads up, European devs: GDC Europe is just months away, and today conference organizers are pleased to debut an intriguing session on the growing popularity (and power!) of game hubs across Europe.
Console/PC, Indie, Production, GDC Europe

Data shows Miitomo is in decline, suggests downloads alone aren't enough 6
by Chris Kerr [05.27.16]
SurveyMonkey's data tracking arm, SurveyMonkey Intelligence, has taken an in-depth look at the performance of Miitomo one month after the game launched, and it’s not exactly good news. 
Smartphone/Tablet, Business/Marketing

Blog: 5 reasons why you want to quit Clash Royale 7
by Gamasutra Community [05.27.16]
"I'm burned out by Clash Royale and it seems that so are the people around me. Where it previously felt strategic and fun, it now feels random and frustrating."
Smartphone/Tablet, Design

Tencent wants to help Stellaris developer Paradox break into China  
by Chris Kerr [05.27.16]
"As China’s game market further develops, players will advance to more sophisticated and complex genres such as grand strategy and simulation games."
Console/PC, Business/Marketing

How streamers are impacting the video game market  
by Gamasutra Community [05.27.16]
A survey of 800 video game players from the U.S. and UK reveals important insights as to how streaming is affecting the video game market.
Console/PC, Business/Marketing