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March 30, 2017
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Improving diversity in the game industry is about more than hiring 1
by Alex Wawro [03.15.17]
The Guardian takes a look at what's being done to improve diversity in the UK game industry, and in the process sheds light on what game devs can do to make their own studios more diverse.
Console/PC, Business/Marketing

Why the CIA is using games to train its operatives  
by Alex Wawro [03.15.17]
"People playing a game, together they're experiencing the designers' mental model of insurgency in Afghanistan and sharing that model," CIA analyst and game designer Volko Ruhnke told Ars Technica.
Serious, Design

Key lessons developers can take away from Breath of the Wild 22
by Bryant Francis [03.15.17]
We take a look at the key design lessons developers can take away from The Legend of Zelda: Breath of the Wild.
Console/PC, Design, Video

Video: A postmortem look at the making of The Oregon Trail  
by Staff [03.15.17]
At GDC 2017, The Oregon Trail co-creator Don Rawitsch sets off on a journey to explore the development of the classic educational game that took the world by storm.
Console/PC, Design, Video, Vault

Get a job: Treyarch is hiring a Senior UI Artist  
by Staff [03.15.17]
Treyarch is seeking a Senior UI Artist to iterate rapidly on concept sketches, establish a unified product style guide, and more in Santa Monica, California.
Console/PC, Art, Recruitment

Devs explore the creative challenges faced when making a studio's second game  
by Alissa McAloon [03.15.17]
"I was naive about ways in which our second game might be easier than our first." Bastion writer Greg Kasavin muses on the creative struggles of following your own success.
Indie, Production

A novel idea: PAX East's Visual Novel Reading Room  
by Katherine Cross [03.15.17]
There was a new addition to the Indie Megabooth at PAX East this year: the Visual Novel Reading Room. It provided an opportunity to sample several promising new VNs.
Indie, Business/Marketing

Don't Miss: Designing architecture for impact in The Witness 19
by Gamasutra Community [03.15.17]
Deanna Van Buren, the architect who collaborated with Jonathan Blow on The Witness, explains how her art could contribute to games that feel and look more real and compelling.
Indie, Art, Design, Production

Blog: When failure is an option and you're living the dream 2
by Gamasutra Community [03.15.17]
There are many takeaways to be had from GDC 2017. But one of them is that failure actually is an option because it likely isn't what you think it means.
Business/Marketing

Blizzard seeks $8.5M from hack-maker Bossland over DMCA violations  
by Alissa McAloon [03.15.17]
Blizzard is asking a court to award it $8.5 million in damages for the over 42,000 game hacks sold by Bossland that Blizzard says infringe on its copyrights.
Console/PC, Social/Online, Business/Marketing

Global ambitions: Learn about the challenges facing Pakistan's game devs 2
by Chris Kerr [03.15.17]
"It's sad, but for people like myself who want to do something positive in Pakistan, you're eventually driven out by something or the other."
Console/PC, Smartphone/Tablet, Production, Business/Marketing

We're streaming The Legend of Zelda: Breath of the Wild today at 3PM EST  
by Bryant Francis [03.15.17]
We're climbing walls, taming horses, and examining the open-world mechanics of the newest Zelda game today at 3PM EST.
Console/PC, Design, Video

Blog: Think twice before making an isometric strategy game in Unity 18
by Gamasutra Community [03.15.17]
There are some visual styles that will never stop teasing me. Pre-rendered 3D turned into 2D is one of them. Unfortunately, implementing that style using modern methods is anything but easy.
Programming, Design, Production

Inside Epic Games' big 'games as a service' pivot  
by Kris Graft [03.15.17]
One of the game industry's most prominent game studios became a games as a service company so gradually that you might not have even realized it.
VR, Console/PC, Social/Online, Smartphone/Tablet, Design, Production

Blog: Should you release your game on PC, mobile, or consoles? 9
by Gamasutra Community [03.15.17]
There are so many platforms to release games on, and so many tools you can use to create those games. But which is best: PC, mobile, or console? Here are my thoughts on the subject.
Console/PC, Smartphone/Tablet, Business/Marketing

Game devs help War Child raise over $122,000 through Armistice Day Fundraiser  
by Chris Kerr [03.15.17]
UK charity War Child has raised over $122,000 through its inaugural Armistice Day Fundraiser thanks to the efforts of Wargaming, Ink Stories, Positech, and BlackMill Games. 
Business/Marketing

Blog: How to fight randomization in game design 4
by Gamasutra Community [03.15.17]
Randomisation is a major part of keeping games from becoming stale, but good game design requires some way of tilting the odds in the player's favor, and there are several ways of doing just that.
Design

Level Design Deep Dive: Dishonored 2's Clockwork Mansion 2
by Christophe Carrier [03.15.17]
"Having the walls move in an elegant and credible way is very difficult in itself, but making sure the player wouldn't be lost was one of the biggest challenges for us." - Christophe Carrier, Level Design Director at Arkane Studios
Console/PC, Programming, Design, Video, Deep Dive

Blizzard expats unite to form new indie outfit Frostkeep Studios 1
by Alex Wawro [03.14.17]
Based in Irvine, California, Frostkeep is a relatively new independent studio founded last April by three former Blizzard devs who met while working on the original World of Warcraft.
Indie, Business/Marketing

Oculus spending $500M+ on funding VR devs because 'we don't want this to take decades' 1
by Alex Wawro [03.14.17]
"What we are is a source of funding," Oculus' Jason Rubin recently told Shacknews. "We do not look to be a publisher. We do not want to compete with an Electronic Arts or Activision in the long term.
VR, Business/Marketing