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April 24, 2018
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Updates » Console/PC
Tips for building game dev tools and UX from Ubisoft's David Lightbown  
by John Harris [02.13.18]
If you're in the business of making tools for your fellow game developers, Ubisoft's David Lightbown has some thoughts about how you can make them more useful for productive professionals.
Console/PC, Design, Video

Video: Building a successful franchise with Civilization VI  
by Emma Kidwell [02.12.18]
In this 2017 GDC session, Firaxis Games' Ed Beach takes a look at several of the key subsystems in a Civilization game and reviews what design changes were incorporated for each one.
Console/PC, Design, Video

Peek at some original design documents for Mega Man X  
by Emma Kidwell [02.12.18]
Design documents revealed during the recent Rockman Unite event held in Japan to commemorate the 30th anniversary of Mega Man X gives some insight into a few of the game's characters.
Console/PC, Design

Don't Miss: Crafting the complex, chaotic ecosystem of Rain World 1
by Alissa McAloon [02.12.18]
All of the creatures in Rain World have their own survival needs. Outside of the player's field of view, they're still alive, hunting food, getting into territorial fights, and finding new homes.
Console/PC, Indie, Design

For Ubisoft, loot box inclusion boils down to two things: quality and choice 1
by Alissa McAloon [02.12.18]
“On loot boxes, what we can say is that we define it as a question of quality and choice," explains Ubisoft CFO Alain Martinez. "As simple as that.”
Console/PC, Social/Online, Business/Marketing

New releases led growth in Ubisoft's third quarter  
by Alissa McAloon [02.12.18]
Ubisoft has posted its financial results for the third quarter of its 2017-18 fiscal year noting that new releases drove much of its growth for the three month period.
Console/PC, Business/Marketing

Learn to build better eSports at the GDC 2018 eSports Day!  
by Staff [02.12.18]
As you gear up to attend the Game Developers Conference in San Francisco next month, organizers want to make sure you don't overlook some of the great eSports-related content on offer at the show!
Console/PC, Social/Online, Programming, Design, Business/Marketing, GDC

Designing drama into the turn-based combat of Divinity: Original Sin 2 4
by Alex Wiltshire [02.12.18]
“Fights are basically performances, and you want some kind of plot in them," Divinity: Original Sin 2 systems designer Nick Pechenin says in this deep dive into how (and why) the game's combat works.
Console/PC, Indie, Design

Video: The ten principles for better level design  
by Emma Kidwell [02.09.18]
In this 2013 GDC session, Square Enix Montreal's Dan Taylor provides a Ramsian-style breakdown of how to create world-class levels.
Console/PC, Design, Video

Nintendo uncertain about future of the 3DS after Switch's success 1
by Emma Kidwell [02.09.18]
During an analyst Q&A with Nintendo earlier this week, the company expressed uncertainty over the future of the Nintendo 3DS after a successful launch of the Switch.
Console/PC, Business/Marketing

Nexon closes 2017 with record Q4 revenue  
by Alissa McAloon [02.09.18]
This time around, Nexon says that relatively stable economies within its countries of operation helped drive the company's progress within the past year.
Console/PC, Social/Online, Business/Marketing

Don't Miss: The dramatic value of player motivation in story-driven games 3
by Emma Kidwell [02.09.18]
This article concerns the dramatic value of player-character motivation in story-driven games, and illustrates techniques for adding a second narrative layer to game objectives.
Console/PC, Indie, Design

Nintendo: The Switch's biggest challenge is broadening its appeal  
by Alissa McAloon [02.09.18]
Nintendo wants the Switch to appeal to more people, young and old, but that desire also represents the Switch’s biggest obstacle.
Console/PC, Business/Marketing

The Nintendo Switch, Joy-Cons, and even Labo are the result of Wii-era feedback  
by Alissa McAloon [02.09.18]
Nintendo heads share some interesting history about both the Nintendo Labo build-a-kit accessory pack and the unique Joy-Con controllers it was created to supplement.
Console/PC

Bandai Namco to focus on creating new properties as profits slide  
by Chris Kerr [02.09.18]
As part of its new 'Change for the Next' strategy, Bandai says it will "invest aggressively" in the development of new properties by opening a dedicated IP creation unit.
Console/PC, Production, Business/Marketing

The Fire Fades: Dealing with the scourge of burnout in game dev 8
by Joel Couture [02.09.18]
Gamasutra speaks with a medical professional and a handful of devs about their personal stories of burnout, and how, as an industry, we can better prevent the awful practices that lead to it.
Console/PC, Indie, Serious, Production

Video: How Splinter Cell: Blacklist achieved realistic AI behavior  
by Emma Kidwell [02.08.18]
In this 2014 GDC session, Ubisoft Toronto's Martin Walsh discusses the AI stealth models used on Splinter Cell: Blacklist.
Console/PC, Programming, Video

Accessibility guidelines offer resources on making games inclusive  
by Emma Kidwell [02.08.18]
The game accessibility guidelines released a document to be used by creators as reference for implementing accessible features into their games.
Console/PC, Design

Destiny 2 and Call of Duty: WWII drives earnings for Activision Blizzard 3
by Emma Kidwell [02.08.18]
Activision Blizzard reported its earnings for the fiscal quarter and full-year ended December 31, showing an increase in revenue from sales of Destiny 2 and Call of Duty: WWII. 
Console/PC

Don't Miss: Designing mobility in Shovel Knight: Specter of Torment 6
by Gamasutra Community [02.08.18]
A review of the design iteration and process that led to Specter Knight's unique mobility in Shovel Knight: Specter of Torment.
Console/PC, Indie, Design