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July 23, 2017
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How Destiny 2's clan system is shaped by Super Bowl rings  
by Alex Wawro [07.21.17]
Game designer and Destiny 2 social lead M.E. Chung explains to the Financial Post how Bungie studies sports and team culture for inspiration in designing Destiny's new community & clan systems.
Social/Online, Design

Kingsway's developer explains how to make the most out of your user interface 1
by Bryant Francis [07.21.17]
We talked to the designer of the role-playing 'operating system' Kingsway about indie life and developing a UI-focused game.
Console/PC, Design, Business/Marketing, Video

Video: Avoiding the scourge of 'evil data' in playtesting  
by Staff [07.21.17]
At GDC 2017, indie dev Adriaan de Jongh shares all the "evil data" he gathered in 6 years of playtesting 8 games and offers practical advice for playtesting your game effectively.
Console/PC, Indie, Production, Video, Vault

Analyst: Dedicated mobile game players in Japan, South Korea now play 3+ hours/day  
by Alissa McAloon [07.21.17]
The most dedicated mobile users are spending more time than ever playing games on their smartphones according to a recent report from the analyst firm App Annie.
Smartphone/Tablet

Get a job: Sony PlayStation is hiring a Sr. Animation Programmer  
by Staff [07.21.17]
Sony PlayStation is looking for an animation programmer to help develop next-generation animation systems for an in-progress title at its Bend, Oregon Studio.
Console/PC, Programming, Art, Recruitment

Don't Miss: A look back at the development of Ori and the Blind Forest 5
by Staff [07.21.17]
The CEO of Moon Studios pours his heart out in a lengthy postmortem of what went right -- and wrong -- during the 4-year development of Super Metroid-inspired Ori & The Blind Forest.
Indie, Programming, Art, Audio, Design, Production

Gigantic devs share tips for surviving game development's ups and downs  
by Alissa McAloon [07.21.17]
“It's hard enough to make a new IP from scratch, but throw in the fact that we were a new company, an independent company, without a huge financial backing ever just makes everything challenging.”
Console/PC, Social/Online, Production, Video

Chat with the developer of RPG 'operating system' Kingsway at 3PM EDT  
by Bryant Francis [07.21.17]
We're streaming the RPG "operating system" Kingsway today at 3PM EDT and talking with developer Andrew Morrish.
Console/PC, Design, Video

The absurdity and optimism of Everything Is Going To Be OK 1
by Joel Couture [07.21.17]
Nathalie Lawhead's indie title Everything is going to be OK explores dark, horrible life events through a lens of relentless optimism and humor, facing down soul-crushing horror with absurd cheer.
Console/PC, Indie, Design

Blog: Creating my very own virtual reality short, Witness  
by Gamasutra Community [07.21.17]
This post describes key aspects of the design process that went into making Witness, a virtual reality short I made in partnership with Warsaw Rising museum.
VR, Design, Production

AR game restrictions ruled unconstitutional by district judge 2
by Chris Kerr [07.21.17]
A Wisconsin ordinance decreeing that augmented reality developers must get special permits if their apps encourage play in county parks has been ruled unconstitutional by a district judge.
VR, Business/Marketing

Blog: The importance of mechanical foreshadowing 2
by Gamasutra Community [07.21.17]
We're used to the concept of foreshadowing in narrative media, but as a number of existing games already show, the same principles can be applied to game mechanics.
Programming, Design

Blizzard's senior audio director Russell Brower departs studio  
by Chris Kerr [07.21.17]
After joining the World of Warcraft creator over a decade ago, Brower has worked on almost every single Blizzard release since The Burning Crusade expansion, including recent hits like Hearthstone and Diablo III.
Audio, Business/Marketing

Understanding the battle between stores, devs, customers, and publishers 9
by Gamasutra Community [07.21.17]
All of the major game stores (Steam, GOG, Origin, Uplay, itch, etc) serve different groups at the same time, many of which have competing interests. Here's how that balances out.
Business/Marketing

Gigantic dev makes a case for why games should look like candy 1
by Alex Wawro [07.20.17]
"Candy is completely engineered to entice you to pick it up," says Gigantic lead concept artist Vinod Rams in a recent livestreamed chat about the game's design, development, and alluring art style.
Console/PC, Social/Online, Indie, Art, Video

Churning out Tomb Raider games in the '90s 'just about killed us', says former dev  
by Alex Wawro [07.20.17]
"We worked long, long hours," Core Studios cofounder and former game dev Jeremy Heath-Smith tells Polygon in a new interview. "But we also earned an awful lot of money."
Console/PC, Business/Marketing, History

Microsoft's earnings continue to rise, despite lagging Xbox hardware sales 1
by Alex Wawro [07.20.17]
Microsoft's latest earnings report suggests its Xbox software and services businesses appear to be on an upswing even as revenue from sales of Xbox consoles slips ahead of the Xbox One X debut.
Console/PC, Business/Marketing

Video: Shigeru Miyamoto's classic 1999 GDC keynote  
by Staff [07.20.17]
In this classic video, restored from the GDC archives, Nintendo's Shigeru Miyamoto speaks to his fellow game makers as part of his keynote address at the 1999 Game Developers Conference.
Console/PC, Video, Vault

Gamasutra plays the Destiny 2 beta  
by Bryant Francis [07.20.17]
We checked out the Destiny 2 closed beta...and wiped. To the same boss. Over, and over, and over, again.
Console/PC, Design, Video

Get a job: Tilting Point is hiring a Sr. Game Designer  
by Staff [07.20.17]
Tilting Point is looking for an experienced Game Designer with a deep understanding of free-to-play design to join its team in New York.
Design, Recruitment