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January 20, 2018
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Updates » Console/PC
Old Man's Journey, Splitter Critters, and Hidden Folks among Apple's Best of 2017  
by Alissa McAloon [12.07.17]
Apple has named seven games and over fifty game developers in its annual 'Best of' app store breakdown.
VR, Console/PC, Smartphone/Tablet

Opinion: This is the game industry's last chance for lootbox self-regulation 30
by Katherine Cross [12.07.17]
Gamasutra contributor Katherine Cross interrogates the notion of regulating gambling-esque "lootbox" mechanics and calls on the game industry to get its house in order -- before higher powers step in.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing

PlayStation 4 surpasses 70M sales as PSVR gains traction  
by Chris Kerr [12.07.17]
The PlayStation 4 has hit another major sales milestone, with Sony confirming its flagship console has sold over 70.6 million units worldwide as of December 3.†
VR, Console/PC, Business/Marketing

Q&A: How Brawlhalla built a fighting game community from the ground up  
by John Harris [12.07.17]
"We just try to be active everywhere we can, we try to take every opportunity we can with our partners, & that's how we've driven it," Brawlhalla dev Zeke Sparkes says about the F2P brawler's success.
Console/PC, Design, Video

EA says half of Ultimate Team players spend money on the F2P mode  
by Emma Kidwell [12.06.17]
CFO of Electronic Arts Blake Jorgensen speaks at the 37th Nasdaq Investor Conference about the percentage of players who spend money on Ultimate Team microtransactions in games like FIFA and Madden.
Console/PC, Business/Marketing

Some RPG insight from the ex-Witcher devs behind Seven: The Days Long Gone  
by Bryant Francis [12.06.17]
The role playing game veterans who helped make Seven: The Days Long Gone shared some useful advice for their fellow developers.
Console/PC, Design, Video

Valve licenses Portal to Headup for new Bridge Constructor game  
by Emma Kidwell [12.06.17]
Headup Games announces Bridge Constructor Portal, the standalone title which embraces the Portal IP into the popular physics puzzle game.
Console/PC, Business/Marketing

CCP takes cues from urban planning when expanding EVE Online  
by Alissa McAloon [12.06.17]
The developer explains how viewing your online title as a city rather than a game can help solicit feedback from its 'residents'.
Console/PC, Social/Online

Blog: Pain, difficulty, and Getting Over It 3
by Emma Kidwell [12.06.17]
Indie game developer Lars Doucet examines the design philosophy behind Bennett Foddy's latest release, Getting Over It.
Console/PC, Indie, Design

Ubisoft's Rainbow Six Siege passes 25 million players  
by Alissa McAloon [12.06.17]
Roughly 2 years after its initial launch, Tom Clancy's Rainbow Six Siege has surpassed 25 million players.
Console/PC, Social/Online, Business/Marketing

Citing volatile value, Steam drops Bitcoin support 2
by Alissa McAloon [12.06.17]
Valve has announced that Steam will no longer accept Bitcoin as a form of payment, saying that associated fees and volatility in value make the currency more trouble than it's worth.
Console/PC, Business/Marketing

Former Microsoft marketing veteran Kevin Unangst joins Stardock  
by Chris Kerr [12.06.17]
Microsoft veteran Kevin Unangst has been appointed vice president†of†Star Control developer Stardock.†
Console/PC, Business/Marketing

Chat with the developers of Seven: The Days Long Gone at 3PM EST  
by Bryant Francis [12.06.17]
We're going live with some ex-Witcher developers who've turned out an interesting new stealth game called Seven: The Days Long Gone at 3PM EST.
Console/PC, Design, Video

GDC Speaker Q&A: Building the data pipeline for Ubisoft's Far Cry 5  
by Emma Kidwell [12.06.17]
Remi Quenin is a game engine architect at Ubisoft Montreal and will be at GDC 2018 to present The Asset Build System of FarCry 5 will discuss the architecture of Ubisoft Montrealís data pipeline.
Console/PC, Production, GDC

Creative Assembly opens up about Total War: Warhammer dev issues  
by Chris Kerr [12.06.17]
Creative Assembly has posted a commendably frank blog post that digs into the rocky development of the Mortal Empires add-on for Total War: Warhammer.†
Console/PC, Programming, Production

Postmortem: Mimimi's Shadow Tactics: Blades of the Shogun 7
by Dominik Abť & Johannes Roth [12.06.17]
The team at Mimimi Productions share the lessons they learned while making Shadow Tactics: Blades of the Shogun, the real-time tactical stealth game they first released a year ago today.
Console/PC, Indie, Art, Design, Production, Business/Marketing, Video

To promote Okami, Capcom tries an uncommon path: Dota 2 1
by Emma Kidwell [12.05.17]
Coinciding with the upcoming re-release of Okami, Capcom and Clover Studio submit an Amaterasu courier to Dota 2's Steam Workshop for a chance to make an appearance in the MOBA.
Console/PC, Business/Marketing

Video: Reliving the horror: Taking Resident Evil 7 forward by looking back  
by Emma Kidwell [12.05.17]
Capcom's Koshi Nakanishi and Peter Fabiano speak at GDC 2017 to discuss the new direction and development cycle of Resident Evil 7: Biohazard.
Console/PC, Design, Production, Video, Vault

Best of 2017: Design lessons learned from a decade at Nintendo's EAD 2
by Staff [12.05.17]
Motoi Okamoto was a member of Shigeru Miyamoto's Entertainment Analysis and Development department for a decade. He recounts the making of many of Nintendo's best-loved (and biggest-selling) titles.
Console/PC, Design, Production, Business/Marketing, History

On Twitch, Fortnite is picking up momentum (and gaining on Battlegrounds) 1
by Alissa McAloon [12.05.17]
According to data gathered by Gamoloco, Fortnite: Battle Royale is starting to close the gap between it and PlayerUnknown's Battlegrounds in terms of hours watched on Twitch.
Console/PC, Social/Online