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July 27, 2016
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July 27, 2016
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Study: Sexualized female characters in games down over last decade  
by Bryant Francis [07.27.16]
A study from researchers at Indiana University says that the number of sexualized female characters in video games has declined over the last decade.
Console/PC, Art, Design

Apple has now sold over a billion iPhones  
by Bryant Francis [07.27.16]
Following the somewhat negative results of Apple's third quarter in 2016, the company announces it has now sold over one billion iPhones worldwide.
Smartphone/Tablet, Business/Marketing

Get a job: Double Fine Productions is hiring a Lead Animator  
by Staff [07.27.16]
Double Fine, the studio responsible for Headlander, is looking for an experienced game animator to take a lead role at its San Francisco HQ and contribute to development of Psychonauts 2.
Console/PC, Indie, Art, Recruitment

Video: Designing Sunset Overdrive for diverse protagonist genders/body types  
by Staff [07.27.16]
At GDC 2015, Insomniac's Adalbert Kinsey speaks to the tools Insomniac used to create a diverse array of character creation options in Sunset Overdrive, and the lessons they learned in the process.
Console/PC, Design, Video, Vault

Don't Miss: Boss battle design and structure 27
by Mike Stout [07.27.16]
Designer Mike Stout breaks down the boss battle into 8 beats, and runs 2 notable ones -- Ocarina of Time's Ganon and Portal's GladOS -- through a thorough design analysis in this timeless post.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Dota 2's The International prize pool is the richest in eSports -- again 1
by Alex Wawro [07.27.16]
The prize pool for Valve's annual Dota 2 tournament The International, which begins next week, is at $18.6 million and rising -- making it once again the richest prize in eSports by a wide margin.
Social/Online, Business/Marketing

Legendary aims to develop Life Is Strange as a live-action series  
by Alex Wawro [07.27.16]
Square Enix and developer Dontnod Entertainment have inked a deal with Legendary to develop a live-action series based on Dontnod's award-winning 2015 game Life Is Strange.
Console/PC, Business/Marketing

Blog: Simple statistics for randomly positioning gameplay elements  
by Gamasutra Community [07.27.16]
Developer Ruben Torres looks at how to position specific gameplay elements in procedurally-generated levels.
Design

At GDC Europe you'll see how The Witcher's living world was built  
by Staff [07.27.16]
At GDC Europe CD Projekt Red's Matthew Steinke will walk you through how the studio designed and developed The Witcher 3: Wild Hunt's remarkable open world.
Console/PC, Programming, Design, GDC Europe

Life is Strange dev expands with Dontnod Eleven partnership  
by Chris Kerr [07.27.16]
The growing partnership will see both outfits work together to share "knowledge, expertise and resources in the years to come." 
Console/PC, Indie, Business/Marketing

Blog: Unexpected anxiety following a moderate success 4
by Gamasutra Community [07.27.16]
Lone wolf developer David Toulouse breaks down his nine year journey in game dev, and the anxieties that came with it.
Indie, Production, Business/Marketing

Devs band together for Help: The Game to raise cash for War Child  
by Chris Kerr [07.27.16]
A group of 11 developers, including Team 17, Rovio, and Bossa, and Creative Assembley, have released Help: The Game to raise money for War Child. 
Console/PC, Programming

Epic launches public bug tracker for Unreal Engine 1
by Chris Kerr [07.27.16]
"No longer will you have to wait, wonder or ask about the status of an issue whenever one of our support staff or engineers reference a JIRA ticket number on the forums or Answerhub."
Console/PC, Programming

Nintendo stays the course despite flagging sales and profits 1
by Chris Kerr [07.27.16]
Nintendo's financials for the quarter ended June 30, 2016, are out, and sales and profits have both taken a hit.
Console/PC, Smartphone/Tablet, Business/Marketing

Blog: Testing for game development 1
by Chris Kerr [07.27.16]
"It doesn't matter what language, engine, API or platform you use. It doesn’t matter how many games you’ve made or plan on making or even the size of your games. This article is for you"
Production

Blog: Pros and cons of Pokemon Go's monetization system 10
by Chris Kerr [07.27.16]
It's incredibly popular, but can Pokemon Go cash in on its fame? Radiant World's monetization director Ramin Shokrizade finds out.
Smartphone/Tablet, Business/Marketing

Writing romances in (non-romance) games 7
by Gamasutra Community [07.27.16]
Ex-BioWare video game writer Alex Free (Star Wars: The Old Republic, Shadow Realms) explores the unique challenges writers face in creating meaningful romances for video games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Apple iPads make a brief surge in 2016 third-quarter report  
by Bryant Francis [07.26.16]
Apple's numbers remain steady as iPad revenues move upward for the first time in a while thanks to the launch of the iPad Pro.
Smartphone/Tablet, Business/Marketing

Get a job: Deep Silver Volition seeks a senior Technical Artist  
by Staff [07.26.16]
Saints Row developer Deep Silver Volition is looking to bring on an experienced technical artist to take a senior position at its headquarters in Champaign, Illinois.
Console/PC, Art, Recruitment

Video: Tips from Paradox on mixing history with game design  
by Staff [07.26.16]
At GDC 2016, Paradox Development Studio's Chris King shares solutions his studio has for bringing history into your game, while at the same time ensuring the game itself is fun and compelling to play.
Console/PC, Indie, Design, Video, Vault