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January 23, 2020
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Court rules Nintendo's strict digital pre-order policies don't violate EU laws  
by Alissa McAloon [01.23.20]
A consumer rights case kicked off in 2018 has ended for now, with a German judge dismissing accusations that Nintendo’s strict digital no refund policy violated the EU's Consumer Rights Direction.
Console/PC, Social/Online

Stardew Valley has sold 10 million copies in 4 years  
by Alissa McAloon [01.23.20]
ConcernedApe’s charming farming sim Stardew Valley has officially surpassed 10 million copies sold across all platforms.
Console/PC, Indie

Get a job: Join Amazon Game Studios as a Senior Gameplay Engineer  
by Staff [01.23.20]
Amazon Game Studios is looking for a Senior Gameplay Engineer to join an exciting new project at our Seattle studio.
Programming, Recruitment

Blog: Analyzing the storytelling of Kingdom Hearts III  
by Gamasutra Community [01.23.20]
This essay analyses KH III's approach to storytelling, and the lessons that we as developers can learn from it. This critique is written from a developer's perspective, but with the insights of a fan.
Console/PC

Rocket League ending MacOS and Linux support in March 1
by Alissa McAloon [01.23.20]
Rocket League developer Psyonix is backing away from the MacOS and Linux versions of the game, announcing today that both will lose online functionality in early March.
Console/PC, Social/Online

Don't Miss: A deep dive into how Nex Machina creates and maintains tension 1
by Staff [01.23.20]
"We needed to cut as much of excess fat as possible and figure out what was really necessary to get the feeling you are on the 'knife's edge'."
Indie, Programming, Design, Production

Video: Tips for developing forward-facing rigs, tools and pipelines  
by Staff [01.23.20]
In this 2018 GDC session, Creative Assembly's Michael Malinowski presents the company's approach to building and utilizing a version-centric plugin architecture during production.
Console/PC, Production, Video, Vault

Gabby DaRienzo wants to talk about burnout  
by Staff [01.23.20]
Game dev and artist Gabby DaRienzo opens up a bit about what you can expect to get from her GDC 2020 talk on overcoming creative block, and why it's so important for game devs to talk about burnout.
Indie, Art, Production, GDC

Road to the IGF: kaleidoscube's A Juggler's Tale  
by Joel Couture [01.23.20]
A Juggler's Tale has players acting out puppet theater, guiding Abby the puppet on a journey to freedom through a grim fairy tale world.
Indie, IGF

Koji Igarashi will share Bloodstained lessons learned at GDC 2020!  
by Staff [01.23.20]
At GDC 2020 in March veteran game developer Koji "IGA" Igarashi will present an in-depth look at what he learned while shepherding his first crowdfunded game project from Kickstarter to completion!
Indie, Business/Marketing, GDC

Blog: Designing fun movement in games (with video)  
by Gamasutra Community [01.23.20]
Movement systems in games are often taken for granted, but they can often make or break your game. So, what makes a system good, and how can you design great movement yourself? Let's find out.
Design

Digital Bros moves to acquire all Starbreeze assets from Smilegate  
by Chris Kerr [01.23.20]
Italian publisher Digital Bros has moved to acquire all of the Starbreeze assets held by South Korean developer Smilegate Holdings for $21.2 million.
Console/PC, Business/Marketing

Doom Eternal dev team were 'crunching pretty hard' during 2019  
by Chris Kerr [01.23.20]
"We were crunching pretty hard most of last year. It goes in phases. We'll have one group of people crunching so the next group of people are teed up properly"
Console/PC, Production, Business/Marketing

Paradox has been quietly testing a DLC subscription service  
by Chris Kerr [01.23.20]
Paradox is quietly trialling a subscription service for expansions that could be used to alleviate its DLC woes.
Console/PC, Business/Marketing

Blog: How to give a really great GDC talk 1
by Gamasutra Community [01.23.20]
Writing a great talk is really hard. You have to make it informative, and convincing, and yet still fun. Plus, you have to keep a lid on your anxiety. Here are some tips I used at GDC 2019.
Business/Marketing

Rebuilding the mech experience with MechWarrior 5: Mercenaries  
by Bryant Francis [01.23.20]
Piranha Games CEO Russ Bullock discusses the design decisions that helped resurrect the MechWarrior franchise with MechWarrior 5: Mercenaries.
Console/PC, Design

No plans for a full Source 2 SDK, and other tidbits from Valve's Half-Life: Alyx AMA  
by Alissa McAloon [01.22.20]
A handful of Valve devs working on the upcoming VR game Half-Life: Alyx took to Reddit today to field community questions, offering some information fellow developers may find interesting in the process.
VR, Console/PC, Design

Get a job: Boston Dynamics is hiring a Software Engineer (Android Developer)  
by Staff [01.22.20]
At Boston Dynamics, our shared software contributes to the success of our projects, products, prototypes, and engineering staff.
Smartphone/Tablet, Programming

Don't Miss: Deconstructing the success of The Witcher 3's open world 6
by Staff [01.22.20]
An analysis of The Witcher 3: Wild Hunt's open world, and why it is so successful at creating a convincing and consistent setting.
Console/PC, Design

Video: Showcasing your indie game with the right messaging and video  
by Staff [01.22.20]
In this 2019 GDC talk editor Derek Lieu and marketer Dana Trebella teach a practical process to find your indie game's unique message, and how to explain the hook via strong visuals and trailers.
Indie, Business/Marketing, Video, Vault