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May 29, 2017
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How Alexis Kennedy is writing the next Dragon Age  
by Chris Kerr [05.22.17]
"One day will be breaking the story on the whiteboard wall for a proper scrawly arrows serial killer effect. Then it's one day creating a skeleton of the quest with placeholder text in the editor."
Production, Business/Marketing

Keyword expands art service line-up with $6M Strongbox purchase
by Chris Kerr [05.22.17]
Game service provider Keywords has been splashing the cash again, this time picking up art asset specialist Strongbox for $6 million.
Art, Production, Business/Marketing

Why creating an internal wiki could do more harm than good 4
by Chris Kerr [05.22.17]
"I guess when the company gets bigger I'll have to establish wikis and make those kind of things. But you know it's very uninspiring to actually go and read a wiki."
Console/PC, Production, Video

Blog: How we designed a third-person VR experience
by Gamasutra Community [05.22.17]
The challenges of developing our first VR game. Theseus is a third person experience, so how did we approach cameras and UI?
VR, Design

Aaero designers agonized over being 'too Rez-like' 1
by Joel Couture [05.22.17]
The makers of the indie rhythm action game Aaero initially resisted making a necessary change to how shooting worked in their game because they didn't want to be accused of being "too 'Rez-like.'"
Console/PC, Indie, Art, Audio, Design, Video

Video Game Deep Cuts: Gnog Bunnies Love Snipperclips  
by Gamasutra Staff [05.22.17]
This week's best longread/standout articles & videos about games include Gnog's quirky gameplay, Second Life bunny tragedy, and Snipperclips' surprising third-party story, among others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

There's now 45 million people gabbing about games on Discord  
by Bryant Francis [05.19.17]
The chat app company is reporting a total of 45 million users are now present on its platform, with an average of 8.9 million people logging in each day.
Console/PC, Business/Marketing

How Rain Games built on Teslagrad's fiction to make World to the West  
by Bryant Francis [05.19.17]
Catch up on our conversation with the lead designer of Teslagrad and World to the West about building on indie success.
Console/PC, Design, Video

Get a job: Be a UI Artist at Telltale Games  
by Staff [05.19.17]
Minecraft: Story Mode dev Telltale Games in San Rafael, CA seeks a UI artist to design, create and implement user interfaces across multiple platforms and languages.
Console/PC, Art, Design, Recruitment

Video: We failed at publishing competitive games so you don't have to  
by Staff [05.19.17]
At the GDC 2017 eSports Day Iron Galaxy chief Dave Lang showcases how the company tried (and mostly failed) to form a "competitive games" publishing label, sharing lessons learned along the way.
Console/PC, Indie, Business/Marketing, Video, Vault

Why Chinese industrial firms are snapping up game studios: 'You can buy profit' 2
by Alex Wawro [05.19.17]
Curious devs may appreciate a recent Bloomberg feature digging into why, exactly, Chinese industrial firms (specializing in everything from mining to chickens) are buying Western game companies.
Console/PC, Smartphone/Tablet, Business/Marketing

Don't Miss: A game design deep dive into Rocket League's rocket jumps 8
by Dave Hagewood [05.19.17]
Psyonix founder Dave Hagewood explains how Rocket League's "rocket boost" mechanic started as a simple nitro button and wound up becoming a critical part of the game's acrobatic high-level play.
Console/PC, Indie, Design, Production

A report from GaymerX Australia  
by Katherine Cross [05.19.17]
A report from GaymerX Australia. Liam Esler and Joshua Meadows brought the GX franchise to Australia just two years ago, but sadly 2017s was (at least for now) the last one.
Console/PC, Indie, Design, Business/Marketing

How Kona's devs used the Canada Media Fund, and why they won't use it again 1
by Alissa McAloon [05.19.17]
What's it like to fund indie game development in Canada? For its game Kona, Parabole made use of one option Canadian game developers have at their disposal: the Canada Media Fund.
Console/PC, Indie, Production, Business/Marketing, Video

Chat with World to the West's lead designer today at 3PM EDT  
by Bryant Francis [05.19.17]
We're streaming World to the West and chatting with the game's lead designer today at 3PM EDT.
Console/PC, Design, Production, Video

SteamVR goes social with Second Life style update  
by Chris Kerr [05.19.17]
Valve's SteamVR virtual reality platform is being updated with a "home" social experience that'll let users interact in an online virtual world la Second Life.
VR, Console/PC

How World of Warcraft inspired Destiny's raids  
by Chris Kerr [05.19.17]
"The feelings that matter from cooperative gameplay are those around other people making things easier. It's about being able to see the impact everyone has on the success and failure of the group."
Console/PC, Design

Blog: What can game devs learn from Dungeons & Dragons?
by Gamasutra Community [05.19.17]
I always wanted to play D&D but never got the chance. Now that I finally started watching D&D videos and running my own campaign as a DM, I'm discovering valuable lessons about designing video games.
Design

Conservative party's immigration policy could hurt UK game devs, warns UKIE 1
by Chris Kerr [05.19.17]
"As a fundamentally global industry, games businesses will always need to source and compete globally for this top talent."
Business/Marketing

How Scanner Sombre immerses players in a pitch-black cave: sound and lasers 1
by Jack Yarwood [05.19.17]
Inspired in part by a Radiohead video, Scanner Sombre has players explore a cave using a LIDAR sensor . "My aim was to put the player in an environment that perhaps they'd never seen before.
Console/PC, Indie, Art, Audio, Design, Video