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May 26, 2018
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Updates » Console/PC
Former Dragon Age director reflects on the ups and downs of development  
by Emma Kidwell [05.25.18]
In an interview published by Eurogamer earlier today, former BioWare director Mike Laidlaw discusses his personal achievements and failures while working on the Dragon Age series.
Console/PC, Design

We're talking to the developer of Moonlighter at 3PM EDT on Twitch  
by Bryant Francis [05.25.18]
We're streaming Digital Sun's Moonlighter starting at 3PM EST and talking to the game's lead developer.
Console/PC, Design, Video

Blog: Developing procedural dialog in a game about tech support 2
by Gamasutra Community [05.25.18]
Indie game Tech Support: Error Unknown uses procedurally-generated conversations to make dialogue flow naturally over the course of the game. Developer Kevin Giguere explains how it all works.
Console/PC, Indie, Design

Designing highly replayable stealth levels for Payday 2  
by Gamasutra Community [05.25.18]
Jason Mojica, former level designer Payday 2, explains how his team built highly-replayable stealth levels for the popular online first-person shooter.
Console/PC, Design

Video: What game designers really want out of AI  
by Staff [05.24.18]
In this GDC 2018 talk, a panel of game designers go over what problems they wish artificial intelligence could solve for them when making games.
Console/PC, Programming, Video

Honesty contributed to Subsurface Circular's 2 percent refund rate  
by Emma Kidwell [05.24.18]
Developer on Subsurface Circular Mike Bithell explains why the game has a two percent refund rate on Steam.
Console/PC, Design, Business/Marketing

Wolfenstein 2 accounted for speedrunners in its design 1
by Emma Kidwell [05.24.18]
Speaking at a panel during Digital Dragons this past weekend, designers and artists from studios discussed their opinion on speedrunners discovering ways to skip past certain parts of their games.
Console/PC, Design

Mixer rolls out MixPlay, a tool for creating interactive stream overlays 1
by Alissa McAloon [05.24.18]
Microsoft has rolled out a series of updates for its streaming service Mixer as part of the platform’s birthday celebrations, one of which allows developers to build interactive stream overlays.
Console/PC, Social/Online

Don't Miss: How Maxis avoided sequel-itis on The Sims 2 1
by Staff [05.24.18]
The Sims 2 developers share what went right and wrong during development of the 2004 sequel to The Sims, exploring how the team struck a balance between fan expectations and innovation.
Console/PC, Programming, Design, Production

GDPR changes prompt Torn Banner Studios to shut down Mirage: Arcane Warfare 2
by Alissa McAloon [05.24.18]
Mirage: Arcane Warfare, an online game released by Torn Banner Studios last year, has been removed from sale as its developer readies to shut the game’s servers down for good.
Console/PC, Social/Online

Josh Sawyer shares a boatload of design insight from Pillars of Eternity II  
by Bryant Francis [05.24.18]
Watch Obsidian Entertainment's design director discuss the decisions that drove development on Pillars of Eternity II: Deadfire.
Console/PC, Design, Video

H1Z1 gains early F2P traction on PlayStation 4  
by Kris Graft [05.24.18]
Daybreak Games, the studio behind free-to-play battle royale game H1Z1, said the game hit 1.5 million players and 200,000 concurrent players just after its open beta launch on PlayStation 4.
Console/PC, Social/Online, Business/Marketing

How the BattleTech devs built an engrossing tactics game on a budget  
by John Harris [05.24.18]
BattleTech game director Mike McCain and Harebrained manager Mitch Gitelman discuss the trade-offs and dev techniques that helped them ship a game that matched promises made on Kickstarter.
Console/PC, Production

Video: A practical guide to porting your indie game to consoles  
by Staff [05.23.18]
At GDC 2018 PlayEveryWare's Thomas O'Connor shines a light on the technical and administrative work that goes into getting a console game out the door.
Console/PC, Indie, Production, Video, Vault

The future of PlayStation may be portable, says Sony exec 2
by Bryant Francis [05.23.18]
According to PlayStation boss John Kodera, the possibility of PlayStation embracing portable games may again be a part of the company's future.
Console/PC, Design, Business/Marketing

Sony takes a page from Microsoft by licensing customizable PS4 gamepad 1
by Alex Wawro [05.23.18]
While Sony previously tried licensed 'pro' PS4 controllers in Europe, the upcoming Scuf controller is the first licensed PS4 gamepad to do away with the DualShock 4's trademark parallel analog sticks.
Console/PC, Business/Marketing

Don't Miss: How RuneScape maintains its prolific update schedule  
by Staff [05.23.18]
In this 2016 GDC session, Jagex's Conor Crowley covers how the development team for RuneScape moved from an established development process to multiple agile cross-disciplined teams without missing an update.
Console/PC, Social/Online

Jagex shutting down RuneScape Classic after 17 years 2
by Alissa McAloon [05.23.18]
RuneScape developer Jagex has announced that it will shut down RuneScape Classic on August 6, 2018, ending support for the early online game 17 years after its first launch.
Console/PC, Social/Online

Nintendo is selling a dock-free 'Second Set' Switch bundle in Japan  
by Alissa McAloon [05.23.18]
Nintendo is selling a slightly cheaper Switch bundle that doesn’t include a dock or an AC Adapter to help the Switch become a multiple-units-per-home device.
Console/PC, Business/Marketing

Chat with Pillars of Eternity II: Deadfire director Josh Sawyer at 3PM EDT  
by Bryant Francis [05.23.18]
We're streaming Pillars of Eternity II: Deadfire and chatting with the game's director at 3PM EDT.
Console/PC, Design, Video