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March 1, 2017
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Miyamoto on how Nintendo is bridging the generational game dev gap  
by Chris Kerr [03.01.17]
"The exterior design, us old folks can't keep up with it. So it's better to have the younger folks take full reign and do whatever they want."
Design, Production

Blog: Taking Assassin's Creed Pirates from paid to free-to-play 1
by Gamasutra Community [03.01.17]
This article presents the journey of Ubisoft's Assassin's Creed Pirates from a premium app to free-to-play, analyzing all the price adjustments made to increase revenue along the way.
Business/Marketing

Rovio's games division just had its best year ever  
by Chris Kerr [03.01.17]
"I'm happy to say that Rovio did extremely well. During 2016, we found the magic thing in Rovio again."
Smartphone/Tablet, Business/Marketing

Blog: When should I consider paid user acquisition?  
by Gamasutra Community [03.01.17]
Have you been working tirelessly on your game towards a global launch, but havent thought about how youre going to market it? Kongregate shares some tips on how to market effectively.
Business/Marketing

Ubisoft acquires massively multiplayer social game, Growtopia  
by Chris Kerr [03.01.17]
French heavyweight Ubisoft has acquired the rights to Growtopia, a massively multiplayer social game that lets players build interactive game worlds.
Console/PC, Smartphone/Tablet, Business/Marketing

Game Design Deep Dive: Hand-based VR movement in Lucid Trips  
by Sara Vogl [03.01.17]
"The concept of locomotion IN Lucid Trips has similarities with the movement of astronauts in outer space who have jetpacks attached to their wrists."
VR, Indie, Programming, Design, Video, Deep Dive

The challenge of cohesive storytelling in Final Fantasy XV 1
by Simon Parkin [02.28.17]
For Dan Inoue, a lead writer and localization director at Square-Enix, transmedia storytelling on the blockbuster scale of Final Fantasy XV posed almost insurmountable set of challenges.
Console/PC, Design, Production, GDC

The careful design considerations behind Shovel Knight's alternate-gender sprites  
by Alissa McAloon [02.28.17]
Yacht Club Games offers insight into the process of creating alternatively gendered bodies for the main characters in Shovel Knight without falling victim to pink-bow-and-skirt tropes.
Indie, Art, Design

One Life Left x GDC podcast: carousels, cash and the coldest GDC ever  
by Bryant Francis [02.28.17]
The carnage has begun. We began our first day of live-streaming the OLLxGDC podcast live from the show floor in San Francisco.
Console/PC, Design, Video

Developing Crashlands while facing a terminal cancer diagnosis 1
by Simon Parkin [02.28.17]
I wanted to do something that mattered -- not something just to make money. It forced the question: what would I do if I was gong to be dead in a year," shared Crashlands dev Samuel Coster.
Indie, Art, Production, GDC

Shatter stereotypes to write better, richer game characters 1
by Alex Wawro [02.28.17]
�The first thing you need to do is end �white cisgender able-bodied men� as the default,� said dev Shawn Alexander Allen today in his GDC talk on breaking stereotypes to write better game characters.
Console/PC, Indie, Design, GDC

Get a job: Sony PlayStation is hiring a Senior Environment Artist  
by Staff [02.28.17]
Sony PlayStation is looking for a Senior Environment Artist with a specialized focus on creating environment/level assets to contribute to a triple-A project in Bend, Oregon.
Art, Recruitment

More than 60 games make up the Switch's year one indie offerings  
by Alissa McAloon [02.28.17]
Nintendo has released a video detailing many of the indie games coming to the Switch while also showing some of the console's quirks in action.
Console/PC, Indie

Train Jam perfectly captures the magic of both traveling and game dev  
by Katherine Cross [02.28.17]
Every year, a group of GDC attendees travel to the show via train, and hold a 60-hour game jam while they ride the rails. A reporter who was on the Amtrak California Zephyr describes what went down.
Indie, Programming, Design, GDC

Writing Mafia 3: 'We had a lot of very uncomfortable conversations'  
by Alex Wawro [02.28.17]
Today at GDC, Hangar 13 narrative director William Harms took the stage to break down how the studio wrote a racially-charged game set in the American South in 1968 without totally blowing it.
Console/PC, Design, GDC

Unity 5 wraps up next month to make way for Unity 2017 3
by Alissa McAloon [02.28.17]
The company has set a date for the full release of Unity 5.6 and offered details about the next generation of Unity, called Unity 2017, which will enter beta this April.
VR, Console/PC, Smartphone/Tablet, Programming, Art, Design

One Life Left x GDC podcast: Trains, boats, and video games  
by Staff [02.28.17]
We're easing ourselves into GDC week with a low-key hotel room recording, but there is nothing low-key about our brilliant guests.
Programming, Art, Audio, Design, Production, Business/Marketing, Podcast

Chat with great game developers during the OLL x GDC show at 4:30PM EST  
by Bryant Francis [02.28.17]
Get ready for a great day of game developer interviews as Gamasutra teams up with the One Life Left crew over on the Gamasutra Twitch channel at 4:30 p.m. EST.
Console/PC, Design, Video

Want to publish your game in China? A new Unity initiative could help  
by Alissa McAloon [02.28.17]
A partnership between Unity and Xiaomi seeks to simplify the process of getting projects from Unity to the digital shelves of the Chinese storefront, Mi Game Center.
Smartphone/Tablet, Business/Marketing

Will the Switch be a success? Industry veterans and Switch devs weigh in  
by Chris Kerr [02.28.17]
A recent Polygon roundtable has asked a huge number of industry heavyweights to weigh in on all aspects of Nintendo's upcoming console-handheld hybrid, the Switch
Console/PC, Business/Marketing