Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 20, 2018
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Console/PC
Final Fantasy XV director to lead new Square Enix studio  
by Chris Kerr [03.27.18]
The new opening will focus on creating new triple-A titles and properties, alongside other "innovative game and entertainment content."
Console/PC, Business/Marketing

Video: How Watch Dogs 2 created a reactive crowd of NPCs  
by Staff [03.26.18]
In this 2017 GDC talk, Ubisoft's Roxanne Blouin-Payer shows how the team approached emergent AI in order to populate Watch Dogs 2 with reactive characters.
Console/PC, Programming, Design, Video

Google offers 15,000 online scholarships to new and seasoned African devs 1
by Alissa McAloon [03.26.18]
In partnership with Udacity and Andela, Google is offering free access to Udacity’s online coursework to 15,000 game devs based out of in Africa.
Console/PC, Smartphone/Tablet, Programming

Report: Worms creator Team 17 could go public in $280M deal  
by Chris Kerr [03.26.18]
British studio Team 17 is planning to go public on the London Stock Exchange in a move that could see the company valued at Ł200 million ($284 million). 
Console/PC, Business/Marketing

One Life Left x GDC podcast: Representation, storytelling, and war  
by Staff [03.26.18]
In the second GDC x One Life Left show, we talk about space, representation, storytelling, and war over 90 minutes of scintillating chat.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, Video

How Monster Hunter: World's director breathed new life into the game's old bones  
by Alan Bradley [03.26.18]
“The most appealing aspect of...new hardware was its memory & processing power," says game director Yuyu Tokuda. "Without this, the rich, living ecosystem we envisioned...would not have been possible."
Console/PC, Social/Online, Design

Video Game Deep Cuts: We're Through The GDC Valley  
by Gamasutra Staff [03.25.18]
This week's longform article & video highlights include plenty of GDC standouts, as well as a fascinating profile of Stardew Valley's creator. 
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Creative Director on Far Cry 3: Blood Dragon Dean Evans leaves Ubisoft  
by Emma Kidwell [03.23.18]
Dean Evans, best known as the creative director on Far Cry 3: Blood Dragon, has departed Ubisoft after 12 years at the company.
Console/PC, Business/Marketing

EA has taught an AI how to play Battlefield 1 multiplayer 5
by Chris Kerr [03.23.18]
The publisher uploaded a video showing the artificial intelligence in action, and it's interesting to watch the AI go to war across one of the game's sprawling maps. 
Console/PC, Programming, Video

One Life Left x GDC podcast: PlayerUnknown, pro wrestling, and positive death  
by Staff [03.23.18]
Gabby DaRienzo, Brendan Greene, and other incredible guests join One Life Left's Ste Curran & Ann Scantlebury & Gamasutra editor-in-chief Kris Graft as they bring the best bits of GDC 2018 to you.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, Video, GDC

25 years on, devs reflect on the influence and impact of Star Fox
by Jon Irwin [03.23.18]
An original Star Fox programmer (who also coded the stretchy Mario 64 face) joins other devs influenced by his work to talk about the development and enduring legacy of Nintendo's first Super FX game.
Console/PC, Design, Production, History

SteamSpy creator says 2017 was Valve's most profitable year yet  
by Simon Parkin [03.22.18]
2017 was Steam’s most profitable year yet, claims Sergey Galyonkin and the creator of SteamSpy, a website that, since 2015, has provided estimates on the number of game sales on the titular digital game store.
Console/PC, Indie, Business/Marketing, GDC

How Capcom designed Monster Hunter: World to feel approachable and alive 1
by Alex Wawro [03.22.18]
"This is how we were able to realize Monster Hunter: World’s most ambitious change," said game director Yuya Tokuda at GDC 2018 today. "To make it possible to use the environment.”
Console/PC, Design, GDC

How (and why) you should better represent Muslims in your games 35
by Alex Wawro [03.22.18]
“Muslims have a public image problem. And it’s sometimes dangerous to be Muslim,” game designer Osama Dorias said at GDC today. “So we need help addressing the public image problem.”
Console/PC, Smartphone/Tablet, Indie, Design, GDC

Gran Turismo Sport ad misrepresented offline content, rules UK ad authority  
by Alissa McAloon [03.22.18]
The UK Advertising Standards Authority has upheld a complaint against Sony that argued an ad for Gran Turismo Sport misled players about in-game content that was inaccessible offline.
Console/PC, Social/Online, Business/Marketing

Laralyn McWilliams on rediscovering creativity following trauma 3
by Simon Parkin [03.22.18]
“When you are in times of distress you feel lost and broken, because you can’t set aside fear and anger," she said. "And if you feel broken your creative work is broken.”
Console/PC, Indie, Serious, Production, GDC

Ubisoft opens two new studios in India and Ukraine  
by Alex Wawro [03.22.18]
The company adds another two beads to its global chain of offices: new studio ins Mumbai and Odesa. Each will be hiring game devs and working alongside Ubisoft's extant studios in the regions.
Console/PC, Business/Marketing, GDC

Tencent pleased with 'strong growth' of mobile and PC games  
by Chris Kerr [03.22.18]
Revenues and profits are up at Tencent, thanks in part to the performance of the company's PC and smartphone game portfolio.
Console/PC, Smartphone/Tablet, Business/Marketing

Dead by Daylight developer to acquire publishing rights from Starbreeze  
by Chris Kerr [03.22.18]
Behaviour Interactive will shell out $16 million to acquire the publishing rights to the popular survival horror title, which has sold over 3 million copies since launching in 2016.
Console/PC, Business/Marketing

The making of Dark Castle: An excerpt from The Secret History of Mac Gaming 3
by Richard Moss [03.22.18]
Gamasutra contributor Richard Moss tells the story of how seminal Mac game Dark Castle was made (including how the devs basically invented voice acting) in this chapter from his new book.
Console/PC, Business/Marketing, History, Video