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December 11, 2018
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BioWare says Anthem won't rely on big-spending 'whales' for success 2
by Bryant Francis [12.07.18]
BioWare lead producer Mike Gamble breaks down some of the ways the company plans to support players for its new online RPG hybrid.
Console/PC, Production, Business/Marketing

Don't Miss: Deconstructing the art design of Journey  
by Steve Johnson [12.07.18]
Thatgamecompany's Journey is dominated by gentle slopes, but in this GDC 2013 talk its art director, Matt Nava, explains how the game's art direction coalesced through rocky starts and sharp turns.
Art, Design

StarVR puts dev program on hold as company shifts from public to private  
by Alissa McAloon [12.07.18]
StarVR, a joint VR venture from Acer and Starbreeze, has temporary suspended its StarVR developer program as the company undergoes the operational shift of going from a publicly traded company to a private one.
VR

UK government to invest $25M into creative industries  
by Chris Kerr [12.07.18]
Only a small portion of that cash will be spent directly on games, however, with just £390,000 being set aside for the UK games industry. 
Business/Marketing

God of War and Red Dead Redemption 2 win big at The Game Awards  
by Chris Kerr [12.07.18]
The overall winner on the night was God of War, which took home the coveted Game of the Year and Best Game Direction awards, along with the prize for Best Action-Adventure Game. 
Art, Design, Production, Business/Marketing

Epic Games Store launches with handful of games 7
by Chris Kerr [12.07.18]
Although the store has opened its doors, there are currently only a handful of titles actually available for purchase.
Console/PC, Business/Marketing, Video

Blog: Timing financing to generate success 1
by Gamasutra Community [12.07.18]
Funding is not a problem to solve, it's an opportunity to generate success. Just be mindful of timing your financing, and you’ll have a much greater chance of pulling it off.
Production, Business/Marketing

How enemy AI works in Dicey Dungeons 4
by Gamasutra Community [12.07.18]
A detailed write up how the new enemy AI works in my game, Dicey Dungeons. I tried to write it in a "popular science" style that's hopefully of interest to everyone, not just programmers.
Console/PC, Programming, Design

Hasbro & Wizards of the Coast invest in Magic: The Gathering esports with $10M prize pool  
by Emma Kidwell [12.07.18]
Hasbro and Wizards of the Coast have unveiled Magic Esports, a new competitive program with a restructured tournament format for Magic: The Gathering and Magic: The Gathering Arena.
Console/PC, Business/Marketing

Video: The process of polishing Uncharted 3 for release  
by Staff [12.06.18]
In this GDC 2012 session, Naughty Dog's Benson Russell goes over the approach and principles that Naughty Dog used to make games like Uncharted 3 as polished as possible.
Console/PC, Design, Video

Counter-Strike: Global Offensive adds battle royale mode, goes free-to-play 1
by Emma Kidwell [12.06.18]
Valve announced today that online multiplayer shooter Counter Strike: Global Offensive is receiving a battle royale mode titled Danger Zone, in addition to the base game adopting a free-to-play model. 
Console/PC, Design

Black Ops 4's 'Battle Edition' offers only classic multiplayer and Blackout for $30  
by Alissa McAloon [12.06.18]
Call of Duty: Black Ops 4, Treyarch’s multiplayer-only Call of Duty game, is now offering a ‘Battle Edition’ for $30 that only features two of the three game modes offered in the full game.
Console/PC, Social/Online

Get a job: Star Trek Timelines dev Disruptor Beam is looking for a Game Director  
by Staff [12.06.18]
In this role you’ll be helping to align the team with its publisher and keep the content train running on time, while looking for new opportunities for growth.
Smartphone/Tablet, Production, Recruitment

Making exposition optional in Red Dead Redemption II 1
by Emma Kidwell [12.06.18]
Co-head of the Rockstar Games studio in Scotland Rob Nelson speaks with VentureBeat about the development of Red Dead Redemption II.
Console/PC, Design

Don't Miss: Balancing storytelling and player choice in Prey 1
by Alex Wiltshire [12.06.18]
Lead designer Ricardo Bare gives a detailed (and spoiler-heavy) breakdown of the narrative design of Arkane Studio's emergent sim Prey.
Console/PC, Design

Enabling ads in Street Fighter V boosts in-game currency rewards  
by Alissa McAloon [12.06.18]
All in all, Capcom says that optional ads will hit the game on December 11 and will "be displayed in several locations in-game to remind you about costumes, bundles, and the Capcom Pro Tour."
Console/PC, Social/Online, Business/Marketing

Using a 'real entity as enemies' got Afghanistan '11 pulled from the App Store 1
by Alissa McAloon [12.06.18]
Developer Slitherine's strategy game Afghanistan '11 has been pulled from the iOS App Store, a rejection that comes more than a year after the game first launched on the platform. 
Smartphone/Tablet

Enjoy deep dives into two classic Spider-Man games (one old, one new) at GDC 2019!  
by Staff [12.06.18]
Love Spider-Man games? Then you'll love GDC 2019, which boasts both a ton of insightful talks on Insomniac's Marvel's Spider-Man and a postmortem of the web-swinging in Treyarch's 2004 classic Spider-Man 2!
Console/PC, Design, GDC

Epic Game Store will give devs as much information as legally possible  
by Chris Kerr [12.06.18]
"Contractually we can't share other companies' sales data, but we can share other useful stats, especially in an aggregated format."
Console/PC, Business/Marketing

Blog: Embracing the pseudo-hallucinatory phenomena induced by games 4
by Gamasutra Community [12.06.18]
Is the marketing campaign for Tetris Effect one of first to acknowledge that games are capable of producing hallucinatory-like phenomena?
Console/PC, Design