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August 21, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






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Video: How audio and movement were synced in Sunset Overdrive  
by Staff [08.09.18]
Kristen Quebe and Bryan Higa discuss the customizable movement system created for Sunset Overdrive, and how an audio system was developed to match the many different kinds of movement in the game.
Console/PC, Art, Design, Video

Publishing platforms need policies around not-for-profit game devs  
by Emma Kidwell [08.09.18]
In an interview with Polygon, Glitch executive director Evva Kraikul discusses the hurdles that not-for-profit organizations face when negotiating with platform holders to publish their games. 
Indie, Production, Business/Marketing

GameMaker Studio 2 now offers Switch support in open beta 1
by Alissa McAloon [08.09.18]
Game devs working with YoYo Games’ 2D engine GameMaker Studio 2 can now create and export games for the Switch through the open beta, with a full launch due this year.
Console/PC, Indie

Monster Hunter: World debuts on PC, becomes Steam's biggest new launch of 2018 1
by Emma Kidwell [08.09.18]
After several months of waiting, Monster Hunter: World was released on Steam today and has already become the platform's biggest launch of 2018. 
Console/PC, Business/Marketing

Ubisoft quietly ends development on planned Steep Switch release  
by Alissa McAloon [08.09.18]
Ubisoft no longer plans to bring its snowboarding game Steep to Nintendo’s platform, as revealed via Twitter today.
Console/PC

Get a job: Sony PlayStation is looking for a Head of Global Account Management  
by Staff [08.09.18]
This position will oversee all global account management teams across the world, with representation in Sony's SIEA, SIEE and SIEJA offices.
Business/Marketing, Recruitment

Don't Miss: The making of the original Harvest Moon for SNES 5
by Staff [08.09.18]
Take a look back at this 2012 talk from Yasuhiro Wada where he discusses the development of the original Harvest Moon for the Super Nintendo, which released on this day in 1996.
Console/PC, Design, Production

Perfect World-owned Echtra Games is behind the next Torchlight game  
by Alissa McAloon [08.09.18]
That game is Torchlight Frontiers and will take place in a "shared, persistent, and dynamically generated" world, a new addition to the series that had previously only offered co-op multiplayer play.
Console/PC, Social/Online

Blog: Evolving classic RTS interactions for VR - Part 1  
by Gamasutra Community [08.09.18]
Here's how we sought to evolve the real-time strategy genre for virtual reality, while ditching our preconceptions along the way.
Design

Sony has sold over 525 million PlayStation systems since 1994  
by Alissa McAloon [08.09.18]
Sony has announced that it has sold over 525 million PlayStation systems since the line debuted 20+ years ago with the original boxy gray PlayStation console.
Console/PC

Jam City's Harry Potter: Hogwarts Mystery clears $50 million in revenue  
by Alissa McAloon [08.09.18]
The mobile intelligence firm Sensor Tower estimates that the free-to-play mobile game has generated $55 million in revenue since its late April launch.
Social/Online, Smartphone/Tablet

Learn about building AR assistants for the blind at XRDC in October!  
by Staff [08.09.18]
Two CalTech experts will be at XRDC in October to present their cognitive assistant for blind persons, which is built on Microsoft's HoloLens augmented reality platform.
VR, Design, Business/Marketing

Shadow of the Tomb Raider will let players mix and match difficulty options 1
by Chris Kerr [08.09.18]
Shadow of the Tomb Raider is taking a unique approach to accessibility and difficulty by giving players the power to independently adjust the difficultly of puzzles, traversal, and combat. 
Console/PC, Design

Blog: How to create isometric games like Clash of Clans  
by Gamasutra Community [08.09.18]
Years ago, when there was no support for 3D elements, it was quite hard to develop fully 3D games. But a solution was found, and thus we saw the emergence of isometric titles.
Design

Germany relaxes regulations on Nazi imagery in video games 1
by Chris Kerr [08.09.18]
In a landmark move, Germany has made video games featuring "unconstitutional" symbols and themes -- including Nazi imagery -- eligible for release in the region.
Console/PC, Business/Marketing

Discord turns retailer with beta launch of game storefront 6
by Chris Kerr [08.09.18]
Discord has likened its new storefront to a 'cozy book shop,' explaining it wants to keep the marketplace uncluttered so consumers can easily find what they're after.
Console/PC, Business/Marketing

Blog: How to make a Discord RPG - Part 2  
by Gamasutra Community [08.09.18]
The second part of this blog series covers in more depth the design of the combat and exploration systems, as well as onboarding new players and Discord channel structure.
Programming, Design

Building the monstrous transforming puzzle heads of GNOG  
by Joel Couture [08.09.18]
Fresh off its PC debut, Gnog lead designer and artist Sam Boucher reveals how the game was originally conceived, and how the team went about designing each of its charmingly grotesque puzzle faces.
Indie, Art, Design, Video

Video: Psychonauts artist shares how to design amazing characters  
by Staff [08.08.18]
In this GDC 2013 talk, Psychonauts artist Scott Campbell shares his creative process for creating amazing and inspiring characters.
Console/PC, Art, Video

The Trese Brothers explain the no-IAP model that's driven Star Traders  
by Bryant Francis [08.08.18]
We dove into the art and business of making Star Traders: Frontiers with the Trese brothers over on our Twitch channel.
Console/PC, Design, Business/Marketing, Video