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June 17, 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: Building the touchy-feely world of Media Molecule's Tearaway  
by Staff [06.15.18]
At GDC 2013, Tearaway creative lead Rex Crowle described the challenges of designing and building a world that can flex, fold, tear and crumple under the fingertips of players.
Console/PC, Design, Video, Vault

Sales from Fallout 76 'Country Roads' cover will be donated to charity  
by Emma Kidwell [06.15.18]
Bethesda Softworks will donate 100 percent of sales made from the song used in Fallout 76's trailer to Habitat for Humanity.
Console/PC, Business/Marketing

Behind the motion-capture kiss in The Last Of Us Part II 1
by Emma Kidwell [06.15.18]
Advanced facial capture helped orchestrate the kiss featured in the trailer for The Last Of Us Part II.
Console/PC, Design

Weekly Jobs Roundup: Rabbit, Digital Extremes, and more are hiring now!  
by Staff [06.15.18]
Whether you're just starting out, looking for something new, or just seeing what's out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.
Console/PC, Social/Online, Smartphone/Tablet, Programming, Art, Design, Recruitment

Editor Roundtable: How does Ubisoft's HitRecord partnership impact devs? 6
by Bryant Francis [06.15.18]
The Gamasutra editorial team discusses the potential impact and reasoning of Ubisoft's partnership with HitRecord to bring crowdsourced assets into Beyond Good and Evil 2.
Console/PC, Production, Business/Marketing, E3

Don't Miss: How Prey gives players space to tell their own stories 1
by Staff [06.15.18]
Gamasutra looks at how the holistic level design of Prey gives players room to tell stories of their own.

Review manipulators aren't as sneaky as they think they are, warns Valve 3
by Alissa McAloon [06.15.18]
“We ban games and partners all the time for this,” said Valve’s Tom Giardino. “It’s really easy for us to see when you do, even if you you do it slowly.”
Console/PC, Social/Online, Business/Marketing

Microsoft is making changes to its Xbox app to better reflect PC users  
by Emma Kidwell [06.15.18]
Microsoft's Xbox app for Windows 10 is being reworked to reflect the wishes of PC users.
Console/PC, Business/Marketing

Blog: Chess + Rogue = Chogue - some notes on hybrid game design  
by Gamasutra Community [06.15.18]
An introduction to Pippin Barr and Jonathan Lessard's chess-Rogue mash-up called Chogue, and the specific exploration of game design space its hybrid nature facilitates.
Design

Blog: Composing video game music for virtual reality - Part 3  
by Gamasutra Community [06.15.18]
Video game composer Winifred Phillips shares ideas from her GDC 2018 talk, this time discussing composition and recording methods to make music fit into a VR world.
VR, Audio

Former Telltale CEO and co-founder Kevin Bruner is suing the studio 1
by Chris Kerr [06.15.18]
Telltale has called the lawsuit "meritless," and suggests it has been filed "as an apparent means of extracting revenge on a company already under financial strain."
Business/Marketing

Cultist Simulator beats sales target after selling 40,000 copies  
by Chris Kerr [06.15.18]
Weather Factory's roguelike narrative card game has smashed internal sales expectations by selling 40,000 copies in its first two weeks on shelves.
Console/PC, Business/Marketing

Blog: Finding the magic in VR-centric design 1
by Gamasutra Community [06.15.18]
This article covers what went in to creating a first-of-its-kind VR inventory, an intuitive backpack that players can pull naturally over their shoulder.
VR, Design

Designing Wizard of Legend's fighting game-inspired spell combos 1
by Joel Couture [06.15.18]
"We took a lot of lessons from fighting games and manually adjusted a number of variables for each spell that made them feel good to use," says dev Dahoon Lee of the spell design for Wizard of Legend.
Indie, Design, Video

Naughty Dog's Last Of Us games have sold over 17M copies in 5 years  
by Alex Wawro [06.14.18]
It's been five years to the day since Naughty Dog released The Last Of Us, and the studio confirms it's now sold over 17 million copies of the game across PlayStation 3 and 4.
Console/PC, Business/Marketing

Avalanche EP: livestreaming 'can't not' influence game development now  
by Bryant Francis [06.14.18]
One of the executive producers on Just Cause 4 explains how streaming has changed the studio's approach to game development.
Console/PC, Design, Production, E3

Video: Lessons learned during the development of Guacamelee!  
by Staff [06.14.18]
In this GDC 2014 talk, DrinkBox Studios' Chris Harvey delves into the development of Guacamelee! from concept to release, discussing all of the difficult decisions made during production.
Video

Sekiro: Shadows Die Twice will play much differently than Bloodborne  
by Emma Kidwell [06.14.18]
Sekiro: Shadows Die Twice director Hidetaka Miyazaki discusses how the upcoming FromSoftware title will differ from Bloodborne.
Console/PC, Design

HitRECord founder responds to backlash over crowdsourcing assets for Beyond Good and Evil 2 9
by Emma Kidwell [06.14.18]
HitRECord founder Joseph Gordon-Levitt posts a blog discussing the recent announcement to collaborate with Ubisoft on crowdsourcing assets for Beyond Good and Evil 2.
Console/PC, Business/Marketing

Get a job: Funcom is hiring a Sr. Tools Programmer  
by Staff [06.14.18]
Funcom Inc. is looking for an enthusiastic, talented and versatile Sr. Tools Programmer to join its development team in Durham, North Carolina working on Live Games.
Programming, Recruitment