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May 26, 2018
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Former Dragon Age director reflects on the ups and downs of development  
by Emma Kidwell [05.25.18]
In an interview published by Eurogamer earlier today, former BioWare director Mike Laidlaw discusses his personal achievements and failures while working on the Dragon Age series.
Console/PC, Design

Don't Miss: The disconnect between game designers and consumers 12
by Staff [05.25.18]
This blog post by Josh Bycer presents an interesting question: How much should consumers know about making games?
Design, Production

Get a job: Join PlayQ as a UI/UX Designer  
by Staff [05.25.18]
PlayQ is looking for a dev to be responsible for working directly with the product, design, and art teams to craft delightfully intuitive user experiences and design beautiful UI.
Art, Design, Recruitment

Steam's Spring Cleaning event takes aim at overflowing backlogs  
by Alissa McAloon [05.25.18]
Valve has kicked off a Spring Cleaning event that encourages players to spend some time with the less played or forgotten games in their Steam Library.
Social/Online, Business/Marketing

We're talking to the developer of Moonlighter at 3PM EDT on Twitch  
by Bryant Francis [05.25.18]
We're streaming Digital Sun's Moonlighter starting at 3PM EST and talking to the game's lead developer.
Console/PC, Design, Video

Blog: Translating a game from Unity to Bitsy  
by Gamasutra Community [05.25.18]
Developer Pippin Barr writes about the process of development and specific insights into translating a game between radically different game engines.
Indie, Design

Blog: Developing procedural dialog in a game about tech support 2
by Gamasutra Community [05.25.18]
Indie game Tech Support: Error Unknown uses procedurally-generated conversations to make dialogue flow naturally over the course of the game. Developer Kevin Giguere explains how it all works.
Console/PC, Indie, Design

Designing highly replayable stealth levels for Payday 2  
by Gamasutra Community [05.25.18]
Jason Mojica, former level designer Payday 2, explains how his team built highly-replayable stealth levels for the popular online first-person shooter.
Console/PC, Design

Valve's Steam Link app blocked by Apple due to 'business conflicts' 10
by Alex Wawro [05.24.18]
This is significant because it locks down Valve's ability to reach iOS users, and according to Valve it was done retroactively after the Steam Link app had been approved by Apple.
Smartphone/Tablet, Business/Marketing

Video: What game designers really want out of AI  
by Staff [05.24.18]
In this GDC 2018 talk, a panel of game designers go over what problems they wish artificial intelligence could solve for them when making games.
Console/PC, Programming, Video

Honesty contributed to Subsurface Circular's 2 percent refund rate  
by Emma Kidwell [05.24.18]
Developer on Subsurface Circular Mike Bithell explains why the game has a two percent refund rate on Steam.
Console/PC, Design, Business/Marketing

Wolfenstein 2 accounted for speedrunners in its design  
by Emma Kidwell [05.24.18]
Speaking at a panel during Digital Dragons this past weekend, designers and artists from studios discussed their opinion on speedrunners discovering ways to skip past certain parts of their games.
Console/PC, Design

Mixer rolls out MixPlay, a tool for creating interactive stream overlays 1
by Alissa McAloon [05.24.18]
Microsoft has rolled out a series of updates for its streaming service Mixer as part of the platform’s birthday celebrations, one of which allows developers to build interactive stream overlays.
Console/PC, Social/Online

Get a job: ZeniMax Online Studios is hiring an ESO Monetization Designer  
by Staff [05.24.18]
The team at ZeniMax Online Studios is looking for someone to develop, analyze, and manage economy and monetization components for Elder Scrolls: Online and the company's other games.
Social/Online, Business/Marketing, Recruitment

Caffeine rolls out stream monetization program, complete with payouts for devs  
by Alissa McAloon [05.24.18]
The social streaming platform Caffeine has launched a pre-release version of a monetization program that will ultimately funnel cash to both live streamers and the developers of the games being played.
Social/Online, Business/Marketing

Opinion: So, you want to talk about porn on Steam 10
by Katherine Cross [05.24.18]
"There is simply no cure that isn’t worse than the disease," writes Katherine Cross of Steam's attempted porn crackdown. "Valve is condemning itself to learn this age-old truism the hard way."
Serious, Business/Marketing

Don't Miss: How Maxis avoided sequel-itis on The Sims 2 1
by Staff [05.24.18]
The Sims 2 developers share what went right and wrong during development of the 2004 sequel to The Sims, exploring how the team struck a balance between fan expectations and innovation.
Console/PC, Programming, Design, Production

GDPR changes prompt Torn Banner Studios to shut down Mirage: Arcane Warfare 2
by Alissa McAloon [05.24.18]
Mirage: Arcane Warfare, an online game released by Torn Banner Studios last year, has been removed from sale as its developer readies to shut the game’s servers down for good.
Console/PC, Social/Online

YoYo Games opens publishing division to elevate GameMaker Studio 2 projects  
by Alissa McAloon [05.24.18]
GameMaker Studio 2 creator YoYo Games has opened up a new publishing branch completely devoted to supporting indie games created using its development tool.
Indie, Business/Marketing

Josh Sawyer shares a boatload of design insight from Pillars of Eternity II  
by Bryant Francis [05.24.18]
Watch Obsidian Entertainment's design director discuss the decisions that drove development on Pillars of Eternity II: Deadfire.
Console/PC, Design, Video