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April 22, 2018
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The challenge of making BattleTech's first two hours matter  
by Bryant Francis [04.20.18]
Two of BattleTech's lead developers tell us about introducing players to complicated game systems while trying to make their first 2 hours as memorable as possible.
Console/PC, Design, Video

Video: The qualities that make for a good producer  
by Staff [04.20.18]
In this 2016 GDC session, Gearbox Software's Aaron Thibault discusses the qualities that make for a good producer.
Console/PC, Production, Video

CCP chief: EVE dev's move to leave VR due to risk, not loss of faith  
by Emma Kidwell [04.20.18]
In an interview with Rock Paper Shotgun, Hilmar Veigar Pétursson discusses why CCP Games pulled out of VR development.
VR, Design

Get a job: Sucker Punch Productions is hiring a Lead Lighting Artist  
by Staff [04.20.18]
The Seattle-based studio is looking for a talented Lead Lighting artist with a solid understanding of current run-time rendering technologies to illuminate the world of Ghost of Tsushima.
Art, Recruitment

The infamous FMV game Night Trap is headed to the Nintendo Switch after all  
by Alissa McAloon [04.20.18]
Courtesy of Limited Run Games, the once-controversial FMV game is launching on the Switch nearly 25 years after Nintendo’s then-SVP said it’d never appear on any of its platforms.
Console/PC, Indie, Video

Hearthstone game director Ben Brode departs Blizzard  
by Alissa McAloon [04.20.18]
Brode, who has worked on Hearthstone for 10 of his 15 years at Blizzard, has announced that he is leaving Blizzard to 'take a crazy risk' and help start a game development company of his own.
Console/PC, Social/Online, Smartphone/Tablet

Blog: How the Rubik's Cube inspired a laid-back Atari puzzler  
by Gamasutra Community [04.20.18]
An excerpt from '21 Unexpected Games to Love For The Atari VCS,' exploring why the Atari Video Cube isn't anything like a real Rubik's Cube. It's a lot more accessible!
Design

Learn the secrets behind reviving BattleTech today at 4PM EDT  
by Bryant Francis [04.20.18]
We're talking to two of the lead developers behind the new BattleTech at 4PM EDT. Come ask your questions!
Console/PC, Design, Video

Capcom scrapping Puzzle Fighter to focus on Dead Rising  
by Chris Kerr [04.20.18]
The mobile version of the arcade classic only launched in November last year, but has already been deemed surplus to requirements.
Console/PC, Smartphone/Tablet, Business/Marketing

Blog: Lessons from the Latvian game developers conference 1
by Gamasutra Community [04.20.18]
Indie developers Helen Carmichael and Jake Birkett from Grey Alien Games learned a lot at the recent Latvian game developers conference. Here's Helen's report from the event.
Business/Marketing

Create your own cardboard controllers with free 'gambi_abo' blueprints  
by Chris Kerr [04.20.18]
The brainchild of Enric Llagostera, gambi_abo is a free collection of do-it-yourself instructions for cardboard game controllers designed with accessibility in mind. 
Console/PC, Design

Australian High Court orders Valve to pay $2.4M fine over misleading refund policy 1
by Chris Kerr [04.20.18]
"This important precedent confirms the view that overseas-based companies selling to Australian consumers must abide by our laws."
Console/PC, Business/Marketing

Blog: Breaking the convention commandments  
by Gamasutra Community [04.20.18]
In trying to tease our next game, The Deep End Games decided to try something different. Here, Director Bill Gardner discusses his goals and how it all went in this mini postmortem.
Business/Marketing

Game Design Deep Dive: Dandara's unique jump-only movement mechanic 2
by João Brant [04.20.18]
"By designing natively for different input methods, you can bring life to a completely new game design," writes Dandara dev João Brant in this Deep Dive into the game's unique movement system.
Indie, Design, Deep Dive

Video: Alternative ways to approach concept art 1
by Staff [04.19.18]
In this 2015 GDC session, One Pixel Brush's Shaddy Safadi explains how AAA games need not only concept artists, but concept designers.
Console/PC, Art, Video

Thanks to a cosmetic change, Epic accidentally rebalanced Fortnite's shotguns 12
by Alissa McAloon [04.19.18]
Epic Games decided to change the rarity ranking of Fortnite's in-game shotguns, and the result was an unprecedented change in how each weapon was used.
Console/PC, Social/Online, Design

Oculus overhauls privacy policy and terms of service  
by Emma Kidwell [04.19.18]
Ahead of the EU's GDPR, Oculus implements a new privacy policy and terms of service which will affect global users.
VR, Business/Marketing

Get a job: Shiny Shoe is hiring a Project Manager  
by Staff [04.19.18]
Shiny Shoe is seeking a software project manager that is highly detail oriented and can manage multiple simultaneous projects.
Production, Recruitment

Blog: What happens when you lose your entire test-suite? 5
by Gamasutra Community [04.19.18]
What happens when your QA team loses its entire test-suite? Well, read on as I explore how we lost our test-suite, the reaction, and how ultimately realised it was a blessing in disguise.
Production

Don't Miss: Game design and mind control in Superhot 1
by Staff [04.19.18]
At GDC 2016, game director Piotr Iwanicki detailed Superhot's design process and how its developers ultimately leaned into the "mind control" elements of the game's narrative to build a better game.
Console/PC, Indie, Design