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March 30, 2017
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Blog: Competition is not the opposite of community 2
by Gamasutra Community [03.28.17]
We use survey data from 270,000 gamers to break down the common assumption that the appeal of 'competition' and 'community' are polar opposites, and we explore where this idea came from.
Design, Business/Marketing

Check out the handwritten game design doc for Asteroids 2
by Chris Kerr [03.28.17]
Ever wondered what a game design doc from the '70s looks like? Well wonder no more, because we've got our mitts on the original handwritten game plan for classic arcade shooter, Asteroids
Programming, Design

Apple veteran Michael Hillman is Oculus' new head of hardware  
by Chris Kerr [03.28.17]
Facebook brings in Apple product design veteran Michael Hillman to "set the strategy and execute on Oculus' consumer product roadmap."
VR, Business/Marketing

Blog: The fundamentals of pricing indie game marketing 6
by Gamasutra Community [03.28.17]
You’re getting ready to launch your next best indie game, and you want to know how much you should spend on marketing. This article offers some advice to set you on the right path.
Business/Marketing

Blog: Is Early Access really worth it? 10
by Gamasutra Community [03.28.17]
I've come to the end of my Early Access period and I'm wondering is it worth it, or is Early Access dead?
Production, Business/Marketing

Crafting the complex, chaotic ecosystem of Rain World 1
by Chris Priestman [03.28.17]
All of the creatures in Rain World have their own survival needs. Outside of the player's field of view, they're still alive, hunting food, getting into territorial fights, and finding new homes.
Console/PC, Indie, Design, Video

How a Mass Effect: Andromeda rock wound up in Star Wars Battlefront  
by Alex Wawro [03.27.17]
"It was a very good rock," Andromeda dev Scotty Brown tells Glixel, joking about an odd problem devs can encounter when two studios go to the same place to photogrammetrically capture terrain.
Console/PC, Art, Production

Zelda devs share their favorite Breath of the Wild bits  
by Alex Wawro [03.27.17]
"I really like the [shrine] where the floor is all bouncy and sends you whooshing up towards the ceiling," said Breath of the Wild dev Takuhiro Dohta in this brief roundtable chat with the game's leads.
Console/PC, Design, Video

Video: The dos and don'ts of game dev workplace design 1
by Staff [03.27.17]
At GDC 2015, game dev (and former architectural historian) Demetri Detsaridis examines why devs should think deeply about their workspace, and how they can improve it in order to improve their games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Video, Vault

Get a job: Skydance Interactive is hiring a Multiplayer Level Designer  
by Staff [03.27.17]
Skydance Interactive is looking for a Multiplayer Level Designer to craft visually striking multiplayer levels that take advantage of competitive FPS mechanics.
Design, Recruitment

How Final Fantasy Versus XIII influenced the design of Final Fantasy XV  
by Alissa McAloon [03.27.17]
Final Fantasy XV rose from Versus XIII's ashes to survive a ten year long, multi-generational cycle. The game's director explained how that unique situation went on to shape XV's design.
Console/PC, Design

Blizzard's Overwatch League could see $100M in its first year, says analyst 1
by Alissa McAloon [03.27.17]
The investment management firm Morgan Stanley estimates that Blizzard's competitive Overwatch eSports league could make more than $100 million yearly.
Console/PC, Social/Online, Business/Marketing

Don't Miss: Building customizable characters for Destiny  
by Staff [03.27.17]
As all eyes turn to Bungie for more details on Destiny 2, take a look back at this 2014 GDC talk about designing the wide variety of gear that kept Destiny players coming back for more.
Console/PC, Art, Design

Blog: Rethinking history through the lens of video games 4
by Gamasutra Community [03.27.17]
Right now, what historians need isn't a new message about the past, but a new medium. I attended GDC earlier this month to see if video games could fill that gap.
Art, Business/Marketing

Playerunknown's Battlegrounds pulls in over $11 million in three days 1
by Chris Kerr [03.27.17]
Survival multiplayer shooter Playerunknown's Battlegrounds has pulled in over $11 million dollars in revenue during its first three days on Steam.
Console/PC, Business/Marketing

HTC bringing Vive X virtual reality accelerator to Israel  
by Chris Kerr [03.27.17]
HTC is bringing its Vive X accelerator program to Israel to help support the region's virtual reality development scene. 
VR, Business/Marketing

Blog: Thoughts on one-shot game trailers 11
by Gamasutra Community [03.27.17]
Last week, David O'Reilly released the trailer for Everything. True to the title, the trailer tries to encapsulate all that the game has to offer in a single stretch -- that's ten minutes long.
Design, Business/Marketing

Blog: Traversal and the problem with walking simulators 15
by Gamasutra Community [03.27.17]
How do you keep the player focused during times of traversal, and avoid turning your game into a walking simulator? This new blog post discusses traversal as more than simply "empty travel time."
Design

Video Game Deep Cuts: Mass Effect's Hoodiegate Pile-On  
by Gamasutra Staff [03.26.17]
This week's Video Game Deep Cuts articles/video highlights include animators on Mass Effect: Andromeda's animation complaints, Remedy's very silly Hoodiegate, and lots, lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

To write better games, Chris Avellone takes lessons from Dr. Who  
by Alex Wawro [03.24.17]
"Throw the players into an environment with a lot of visual mysteries," veteran game designer Chris Avellone told Glixel. "Then you let them explore the environment, & try and solve those mysteries."
Console/PC, Design