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April 21, 2018
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Updates » Console/PC
Gorogoa: how the hit indie game derived from a failed comic book  
by Simon Parkin [03.20.18]
"I came to realize that composing the page was more interesting to me that sequential storytelling," shared Gorogoa dev Jason Roberts "I had to do something with it, even if it wasn't going to be a comic."
Console/PC, Smartphone/Tablet, Indie, GDC

The AI systems that govern Final Fantasy XV's believable NPCs  
by Katherine Cross [03.20.18]
Square Enix veteran Youichiro Miyake talked in detail about the AI that governs NPC behavior in Final Fantasy XV in a fast-paced, data-rich talk: “Eos is Alive: the AI Systems of Final Fantasy XV.”
Console/PC, Programming, GDC

Building a partnership between writers and narrative designers  
by Katherine Cross [03.19.18]
Telltale Games' Eric Stirpe and Molly Maloney discuss the difference between narrative design and writing for games.
Console/PC, Design, GDC

Life Is Strange writer on how to run a successful writer's room Exclusive  
by Simon Parkin [03.19.18]
Narrative director at Deck Nine and lead writer on Life is Strange: Before the Storm Zak Garriss discusses how to run a successful writer's room.
Console/PC, Indie, Design, Production, Exclusive, GDC

In order to create empathy in players, writers need to get personal  
by Emma Kidwell [03.19.18]
iThrive Games' senior creative director Heidi McDonald opened her talk at GDC this afternoon on the narrative burden that writers carry when creating empathy.
Console/PC, Design, GDC

Appreciating the magic (and power) of hidden game mechanics 1
by Alex Wawro [03.19.18]
At GDC 2018 game designer Jennifer Scheurle breaks down how some of the biggest games "trick" players, showcasing how being a good game maker sometimes requires taking advantage of human perception.
Console/PC, Indie, Design, GDC

Facebook releases engagement-focused Games SDK  
by Alissa McAloon [03.19.18]
Facebook has released its new Games SDK that aims to let developers build Facebook-based sharing functionality into projects with the goal of boosting community engagement.
Console/PC, Social/Online, Business/Marketing, GDC

Microsoft launches DirectX Raytracing to streamline real-time rendering 1
by Alissa McAloon [03.19.18]
Microsoft has introduced four new concepts to the DirectX 12 API that aim to give developers entirely new rendering options and bridge the gap between commonly used rasterization techniques.
Console/PC, Programming, Video, GDC

Klang nets $5M to support the development of its AI-driven MMO, Seed  
by Chris Kerr [03.19.18]
Berlin-based studio Klang has secured $5 million in funding to continue the development of its AI-driven massively multiplayer online (MMO) offering, Seed
Console/PC, Production, Business/Marketing

Epic gifts over $12M worth of Paragon assets to Unreal Engine devs  
by Chris Kerr [03.19.18]
Epic is giving Unreal Engine 4 devs access to over $12 million worth of assets from its soon-to-be shuttered online shooter, Paragon
Console/PC, Programming, Art, Production, Business/Marketing

Video Game Deep Cuts: The Exoplanets Of Trust  
by Gamasutra Staff [03.19.18]
This week's longform writing/video highlights include helping gamers find undiscovered exoplanets, research about 'the trust spectrum' from Raph Koster, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

How devs deal with making enemies that feel 'okay' to kill 2
by Carli Velocci [03.19.18]
Gamasutra chats with devs from around the industry about good enemy design, and what's involved with creating enemies that feel 'okay' to kill -- without making killing feel okay.
Console/PC, Indie, Art, Design

Video: How SimCity's sandbox was built  
by Emma Kidwell [03.16.18]
In this 2013 GDC talk, Maxis' Dan Moskowitz explains how SimCity's sandbox was built.
Console/PC, Programming, Video

Established Japanese devs are making games under a new approach 1
by Emma Kidwell [03.16.18]
A profile published by Polygon earlier today examines how a growing number of established Japanese game developers have taken a different approach for creating new titles.
Console/PC, Indie, Design, Production

GDC 2018 is this week! Follow along on Gamasutra's official event page  
by Staff [03.16.18]
Game Developers Conference 2018 is here, and Gamasutra reporters will be onsite bringing you loads of stories. Follow along on our event page here!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Earnings report roundup: Game industry winners and losers in Q4 2017  
by Jon Jordan [03.16.18]
Who's up and who's down? The info is all arranged in easy-to-read charts for our quarterly rundown of the financial winners and losers in the quarter ending 31 December 2017.
Console/PC, Smartphone/Tablet, Business/Marketing

Don't Miss: The minimalist sound design of The Witness 2
by Staff [03.16.18]
'It's a very minimalist game,' says Andrew Lackey, 'which meant we couldn't introduce any sound that was unnecessary, or that didn't fit with the game's logic.' Like, for example, a soundtrack.
Console/PC, Indie, Audio, Design

Chat with Ubisoft senior producer Nouredine Abboud at 3PM EDT  
by Bryant Francis [03.16.18]
We're talking to the senior producer of Tom Clancy's Ghost Recon Wildlands today at 3PM EDT. Come ask your questions!
Console/PC, Production, Video

EA is overhauling Battlefront II's controversial progression system 2
by Chris Kerr [03.16.18]
After the 'progression update' has been implemented, players will only be able to obtain Star Cards and other gameplay-affecting items by playing the game and racking up experience points. 
Console/PC, Design, Business/Marketing

Omega Labyrinth Z banned in the UK for sexualization of minors 1
by Chris Kerr [03.16.18]
Japanese RPG Omega Labyrinth Z has been banned in the UK due to the danger presented by its "salacious nature" and sexually explicit content. 
Console/PC, Business/Marketing