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October 23, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
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EA Motive founder Jade Raymond departs EA  
by Alissa McAloon [10.22.18]
Jade Raymond has departed Electronic Arts, leaving behind the Canadian studio EA Motive she founded in 2015.
Business/Marketing

XRDC Diamond Partner Q&A: Viveport's Rikard Steiber has tips for VR devs  
by Staff [10.22.18]
Viveport president Rikard Steiber offers tips for VR developers looking to list their games on the Vive-based platform in this Diamond Sponsor interview.
VR, Design

Listen to history experts discuss Assassin's Creed Odyssey 2
by Gamasutra Community [10.22.18]
Historian Bob Whitaker and Dr. Kate Cook talk about Assassin's Creed Odyssey, the Peloponnesian War, life in Athens and Sparta, women in ancient Greece, and the importance of the arts and artists in Athenian society.
History

Common problems when translating games into Japanese
by Clyde Mandelin [10.22.18]
A game dev friend of mine recently hired a translation agency to translate his latest game into Japanese. I skimmed through it to make sure everything was okay… and it turned out to be a sheer disaster.
Console/PC, Production

Video Game Deep Cuts: The Astro Genius, Redeemed  
by Gamasutra Staff [10.21.18]
This week's highlights include a rave for Astro Bot VR, why game devs aren't getting Genius Grants, and a delightful Red Dead Redemption recap, among others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Rockstar states overtime is 'optional' for studio that sometimes pulled 50-hour weeks 3
by Bryant Francis [10.19.18]
According to Rockstar head of publishing Jenn Kolbe, the company's QA studios will not be required to work mandatory overtime shifts in the future.
Console/PC, Production

Video: The development process of Klei Entertainment's Shank  
by Staff [10.19.18]
In this GDC 2011 session, Klei Entertainment's Jamie Cheng talks about the development process that gave birth to Shank, which would propel Klei onto the global game-making stage.
Console/PC, Design, Video

After five years of waiting, Sixense will refund its VR controller Kickstarter backers 1
by Emma Kidwell [10.19.18]
After five years, Sixense is refunding all Kickstarter users who backed the Sixense Stem, a virtual reality motion controller which was first pitched back in 2013.
VR, Production

Call of Duty: Black Ops 4 introduces special in-game items to support veterans  
by Emma Kidwell [10.19.18]
Activision Blizzard announced a new in-game pack for Call of Duty: Black Ops 4, where 100% of proceeds go toward supporting veterans find high-quality careers.
Console/PC, Business/Marketing

Weekly Jobs Roundup: Square Enix, Schell Games, and more are hiring now!  
by Staff [10.19.18]
Here are just some of the many developers looking for artists, designers, programmers, and more right now on the Gamasutra Job Board.
Indie, Programming, Art, Design, Production, Recruitment

Steam surpasses 30 million domestic users in China  
by Emma Kidwell [10.19.18]
Steam has surpassed more than 30 million users in China following the partnership between Valve and Chinese publisher Perfect World to bring the platform overseas.
Console/PC, Business/Marketing

Devs air grievances with Steam reviews, regional pricing, and dev support 19
by Alissa McAloon [10.19.18]
An insightful read from Polygon gathers feedback from several game devs about Steam’s review system, regional pricing, and overall developer support.
Console/PC, Social/Online, Business/Marketing

We're talking to Sunless Skies writer James Chew at 3PM EDT  
by Bryant Francis [10.19.18]
Join us for a chat with one of the writers behind Sunless Skies.
Console/PC, Design, Video

Learn the ins and outs of FDA approval for VR/AR games at XRDC!  
by Staff [10.19.18]
At XRDC later this month, industry vet Noah Falstein will discuss the challenges of FDA approval for AR/VR games, as well as more general hurdles in creating the latest generation of games for health!
VR, Serious

Blog: Designing the boss battles in Shovel Knight- Part 3  
by Gamasutra Community [10.19.18]
In the third and final batch of exclusive material from David L. Craddock's 'Shovel Knight' book, the author discusses how developer Yacht Club Games designed the Tinker Knight boss battle.
Console/PC, Design, Production

Splash Damage ends Dirty Bomb live development  
by Alissa McAloon [10.19.18]
According to a post from the company, Dirty Bomb looks to be another case of a live game with costs that started to outweigh its income, an unfortunate inevitability for most live free-to-play games.  
Console/PC, Social/Online

XRDC Q&A: Owlchemy Labs' Andrew Eiche and Devin Reimer explore VR interactions  
by Bryant Francis [10.19.18]
Devin Reimer and Andrew Eiche of Owlchemy Labs share their thoughts on what's changed in VR interaction design.
VR, Design

Games as a service drives huge market value spike for EA, Activision  
by Chris Kerr [10.19.18]
The combined market value of U.S. publishers EA and Activision has grown by $79 billion since 2012, largely thanks to the success of the games-as-a-service model.
Console/PC, Design, Business/Marketing

Blog: Lessons learned after making Anodyne with Sean Han Tani  
by Gamasutra Community [10.19.18]
Sean Han Tani is a composer, independent game developer, writer and teacher. In a recent appearance on the Game Dev Unchained podcast, he explained what he learned from his debut project, Anodyne.
Production

The four atoms of cooperative video games 5
by Thierry LAURET [10.19.18]
Ubisoft Quebec level designer Thierry Lauret outlines four types of ways to design and play PvE co-op video games.
Design