Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 25, 2018
arrowPress Releases






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


Blog: Standing out in a saturated market  
by Gamasutra Community [04.25.18]
Bot School Games co-founder Chris Cobb explores some of the traits that can help a game stand out in in a saturated market.
Design

Norwegian studio nets $400K to finish co-op puzzler Pode  
by Chris Kerr [04.25.18]
Norwegian indie outfit Henchman & Goon has netted $400,000 to push ahead with the development of its co-op puzzler, Pode.
Console/PC, Business/Marketing

How many wishlists should your game have when launching on Steam? 1
by Gamasutra Community [04.25.18]
Game dev Jake Birkett asks fellow devs to share their Steam wishlist-related data and tries to suss out the all-important relationship between wishlists at launch and sales at launch.
Console/PC, Indie, Business/Marketing

Don't Miss: How to train players right, so they don't hate learning to play 13
by Mike Stout [04.24.18]
In this timeless article, designer Mike Stout takes a look at examples of in-game training that skip the boring tutorials and teach players the rules of the game by letting them play the game.
Console/PC, Design

Video: The rocket science behind Rocket League's physics  
by Staff [04.24.18]
Lead programmer at Psyonix Jared Cone discusses the rocket science behind Rocket League's physics.
Console/PC, Programming, Design, Video

Death Road to Canada devs delay release out of respect for recent tragedy  
by Emma Kidwell [04.24.18]
UkiyoPublishing postpones the console release of Death Road to Canada following theincident inToronto yesterday involving the death of ten pedestrians.
Indie, Business/Marketing

Get a job: Join Insomniac Games as a Gameplay Programmer  
by Staff [04.24.18]
Insomniac Games is looking for a dev to join its team and help it build mechanics, weapons, and creative enemies for its next project.
Console/PC, Programming, Recruitment

Sonic Mania surpasses 1M sold worldwide  
by Alissa McAloon [04.24.18]
The retro Sonic the Hedgehog reimagining has now sold over 1 million copies worldwide, eight months out from its release.
Console/PC, Business/Marketing

Nintendo Switch hardware exploits cannot be patched out  
by Emma Kidwell [04.24.18]
Two hardware-based exploits for the Nintendo Switch have been released, allowing for users to run custom homebrew apps and games on the console.
Console/PC, Design

Xbox is starting to let players link their Discord and Xbox accounts  
by Alissa McAloon [04.24.18]
Xbox has announced a cross-platform partnership with Discord that allows its players to link the two accounts and display the console game theyre playing in Discords desktop and mobile client.
Console/PC, Social/Online

Obituary: Longtime industry veteran Jay Moon  
by Alissa McAloon [04.24.18]
Moon played a critical role in a wide variety of notable games that sprung up during the 1990s and was a founding member of the Turok: Dinosaur Hunter dev Iguana Entertainment.
Console/PC

How Squidlit's devs authentically recreated a Game Boy game in 2018  
by Julia Couture [04.24.18]
In a recent chat with IndieGames.com, Squidlitdevs Alex Barrett and Samantha Davenport open up about how they designed the game so it could conceivably run on a Game Boy -- in 2018.
Indie, Art

Blog: Expressing values on a logarithmic scale  
by Gamasutra Community [04.24.18]
Linear interpolation is undeniably useful, but sometimes values are better expressed on a logarithmic scale (music notes, zoom factors), and logarithmic interpolation is a better fit.
Design

Kartridge announces new dev-friendly revenue terms  
by Emma Kidwell [04.24.18]
Kartridge will provide developers with additional revenueentitlingdevelopers to 100 percentof revenue earned on their first $10,000 in sales.
Indie, Business/Marketing

Blog: Turning a fun concept into a hit 1
by Gamasutra Community [04.24.18]
Our game C.A.T.S. has more than 100 million installs. We want to share how we landed on the idea for the game, and how we removed some design risks early on in development.
Design

Tencent investing $15M to help establish Fortnite in China  
by Chris Kerr [04.24.18]
Tencent is investing more than $15 million in Fortnite to ensure Epic Games' popular battle royale shooter succeeds in China.
Smartphone/Tablet, Business/Marketing

Blog: Lessons from five years of VR locomotion experiments 1
by Gamasutra Community [04.24.18]
A five year retrospective on lessons learned from inside the history of VR locomotion by industry pioneers at Cloudhead Games.
VR, Design

Blizzard brings paid mods to StarCraft II with 'Premium Arcade' initiative  
by Chris Kerr [04.24.18]
The developer is introducing what it calls 'Premium Arcade' maps, which are user-made creations that've been cooked up by leading members of the modding community.
Console/PC, Business/Marketing

Creating a fake OS that feels like home in Secret Little Haven  
by Joel Couture [04.24.18]
Secret Little Haven developer Victoria Dominowski chats about how she designed the fake, Mac OS 9-inspired operating system of her game, and why it was important to make it feel safe and welcoming.
Indie, Design, Video

Barlog: God of War's 'single shot' camera trick was a tough sell for devs 6
by Alex Wawro [04.23.18]
"40 percent of the team came to me after the game was done, and they played it, and they finally...said, oh I get it now'," God of War lead Cory Barlog recently recounted to Polygon.
Console/PC, Production