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October 28, 2016
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OnePlay isn't responsible for debts associated with Desura's former owner  
by Alissa McAloon [10.28.16]
After news of OnePlay’s purchase of Desura and other assets went public, the company confirmed via Twitter that they had not assumed responsibility for the debt former owner Bad Juju owes developers.
Console/PC, Indie, Business/Marketing

Don't Miss: Alien: Isolation and the evolution of horror simulators 35
by Staff [10.28.16]
Amnesia and Soma developer Thomas Grip recounts the history of games that invoke terror in players and how Alien: Isolation successfully captured the spirit of a 'horror simulator' game.
Console/PC, Indie, Design

Amazon opens Texas office to support its Lumberyard game engine  
by Alissa McAloon [10.28.16]
Amazon is expanding the team working on its free Lumberyard game engine and setting up a new team to work on the system in its Austin, Texas office.
Console/PC, Indie, Programming, Production

Follow Gamasutra's VRDC coverage right here!  
by Staff [10.28.16]
The inaugural standalone Virtual Reality Developers Conference is happening next week! Follow Gamasutra's on-site coverage on our special event page.

A look at the indie game development scene in Saudi Arabia  
by Lena LeRay [10.28.16]
"Local devs have found each other and organized gatherings, and have also connected with other dev communities in the MENA (Middle East/North Africa) region."
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

Kongregate expanding its PC presence by publishing games to Steam  
by Alissa McAloon [10.28.16]
Developers now have the ability to track metrics and share player save data across web, mobile, and Steam releases with Kongregate's updated SDK.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Return to Skyrim with lead programmer Brett Douville today at 3PM EST  
by Bryant Francis [10.28.16]
Gamasutra is jumping back into Skyrim this time with former Bethesda Studios lead programmer Brett Douville. Come join our stream today at 3PM EST and ask questions about the game!
Console/PC, Programming, Video

At GDC, see how Agents of Mayhem was crafted using physically-based rendering  
by Staff [10.28.16]
At GDC 2017 James Taylor of Deep Silver Volition will showcase just how you can use physically-based rendering to make a strikingly stylized (and not at all photo-realistic) game like Agents of Mayhem.
Console/PC, Art, Production

Tomb Raider devs recall the highs and lows of creating a game icon  
by Chris Kerr [10.28.16]
In an frank and revealing interview, the team behind the first Tomb Raider games have opened up about the highest highs and lowest lows of their development journey. 
Console/PC, Design, Production

Blog: Coding great scrolling lists for your game  
by Gamasutra Community [10.28.16]
"Scrolling such a huge container full of elements has a great impact on the game’s UI performance. The FPS drop rate was unacceptable, so we had to think of a more sophisticated solution."
Console/PC, Programming

The Not-So-Big Easy: A historian discusses Mafia III  
by Gamasutra Community [10.28.16]
Historian Bob Whitaker uses the work of Professor Leonard Moore to discuss the history behind Mafia III, from the Civil Rights Movement to the Cold War.
Console/PC, Design

Top 25 games companies made $34.5B in the first half of 2016  
by Chris Kerr [10.28.16]
Chinese internet giant Tencent, which will soon complete its $8.6 billion acquisition of Supercell, led the charge with half year revenues of $5.3 billion.
Console/PC, Smartphone/Tablet, Business/Marketing

Blog: Lessons learned from making a game with zero planning  
by Staff [10.28.16]
"The lack of planning made [it] easy to make 'just one more feature', that in the end, either didn't make it to the final build or took way too much effort for what its worth."
Smartphone/Tablet, Production

Postmortem: Fatshark's Warhammer: End Times - Vermintide  
by Martin Wahlund [10.28.16]
"I would guess that 70 percent of all games today are released too early. Luckily we had the funds to allow us to delay the release." Martin Wahlund, CEO of Fatshark.
Console/PC, Indie, Programming, Design, Production, Business/Marketing

Boston devs team up to sell game bundles for child cancer charity  
by Alex Wawro [10.27.16]
Instead of the typical customer-defined percentage, a flat 60 percent of all proceeds from sales of the bundle will be funneled to the children's cancer charity St. Baldrick's Foundation.
Indie, Business/Marketing

With Titanfall 2, Respawn makes a show of ditching paid map packs  
by Alex Wawro [10.27.16]
Respawn's mech-enhanced shooter Titanfall 2 is out this week, so the studio is hyping its plan to break with common practice and make all multiplayer maps/game modes it adds to the game free.
Console/PC, Business/Marketing

Online game shop OnePlay snaps up Desura and other Bad Juju assets  
by Alex Wawro [10.27.16]
Devs should note that OnePlay aims to get game distribution platform Desura and the game bundle services Indie Royale/Daily Royale "back up and running" by the first quarter of next year.
Indie, Business/Marketing

Get a job: Disruptor Beam seeks a Game Server Engineer  
by Staff [10.27.16]
Boston-based Disruptor Beam is looking to bring on an experienced server engineer to contribute to various projects alongside the developers and designers at the studios's HQ in Framingham, MA.
Social/Online, Smartphone/Tablet, Programming, Recruitment

Nintendo's next big Switch announcement isn't happening until next year  
by Alissa McAloon [10.27.16]
Nintendo is continuing to give the silent treatment that started with last year's NX announcement and won't release more major Switch details until next January.
Console/PC, Business/Marketing

Don't Miss: Designing difficulty in role-playing games 12
by Staff [10.27.16]
Fine-tuning the amount of challenge players face in different difficulty settings is a complicated process within itself. Three devs offer advice on how scale game difficulty between modes.
Console/PC, Design