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December 13, 2017
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Why Device 6 dev Simogo is taking a break from mobile games  
by Jennifer Allen [12.13.17]
It seems like a big deal for the studio, and a significant bellwether for mobile game devs, so Gamasutra quickly talks with Simogo cofounder Simon Flesser to find out more about the decision.
Smartphone/Tablet, Design, Business/Marketing

Video: Visual designer Peter Chan shares how artists can revitalize their creativity  
by Emma Kidwell [12.12.17]
In this 2014 GDC session, visual designer Peter Chan discusses how artists of all skill levels can rediscover their creative drive even in the face of adversity.
Serious, Art, Video, Vault

Why BioWare decided to create Mass Effect instead of Star Wars: KotOR 2  
by Alissa McAloon [12.12.17]
Longtime BioWare team member James Ohlen explores the development of Knights of the Old Republic and explains how its influence can still be felt in later BioWare games.
Console/PC, Production

Weekly Jobs Roundup: Insomniac Games, Gamehouse, and more are hiring now  
by Staff [12.12.17]
This week's roundup of game development job openings includes companies looking to hire animators, engineers, programmers, and release managers.
Programming, Art, Production, Recruitment

Best of 2017: No industry for old men (or women) 41
by Staff [12.12.17]
Ageism, fatigue, frustration and hope: what is it like to grow old in the video game industry?
Console/PC, Business/Marketing

Bungie tweaks expansion-locked Destiny 2 modes in wake of player criticism 3
by Alissa McAloon [12.12.17]
The dev says that it planned to lock certain end-game activities behind each new expansion in an effort to keep those modes competitive, but that the decision was poorly received.
Console/PC, Social/Online, Production

Q&A: Bethesda opens up about Fallout 4 VR and the plunge into VR game dev  
by Alex Wawro [12.12.17]
Fallout 4 VR is out today, and here lead producer Andrew Scharf chats with Gamasutra about the ups and downs of making Bethesda's big, sprawling games accessible to players in VR. 
VR, Console/PC, Design, Production, Video

Blog: Engineering Kongregate's big SSL switch  
by Gamasutra Community [12.12.17]
An explanation of the engineering work behind Kongregate's switch to SSL.
Programming, Design

Learn to make great interactive experiences for mobile at GDC 2018  
by Staff [12.12.17]
At GDC 2018 a panel of mobile story experts from Inkle (80 Days), Big Fish Games (Lifeline), and Pocket Gems (Episode) will discuss and debate how to create great narrative experiences for mobile.
Smartphone/Tablet, Design, GDC

Blog: What can game designers learn from foreign languages?  
by Gamasutra Community [12.12.17]
Let's look at some of the upsides and benefits of learning an additional language when you're a game developer.

App Store devs can now make their games available for pre-order 1
by Chris Kerr [12.12.17]
The Cupertino giant rolled out the feature yesterday, meaning devs can now make their apps available for pre-order 90 days before they're due to launch,
Smartphone/Tablet, Business/Marketing

Survey: 11% of British children have taken part in game-related gambling 9
by Chris Kerr [12.12.17]
An annual survey from the UK Gambling Commission has found that over 1 in 10 British children aged between 11 to 16 have participated in some form of game-related gambling.

Nintendo Switch worldwide sales top 10M units  
by Chris Kerr [12.12.17]
The Nintendo Switch has now sold-through more than 10 million units since launching on March 3, 2017. 
Console/PC, Business/Marketing

Blog: Using intention and meaning to add depth 2
by Gamasutra Community [12.12.17]
A series of questions and examples I use to inspire creativity while designing fail states. I hope this can be useful for anyone that wants to be more innovative when dealing with player death.

Bury Me, My Love and the emotional rollercoaster of making a video game  
by Gamasutra Community [12.12.17]
Bury Me, My Love creative director Florent Maurin walks through every step of the dev team's very intense 18 months building the striking game about a Syrian migrant's journey to Europe.
Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

New Zealand says lootboxes 'do not meet the legal definition for gambling' 12
by Katherine Cross [12.11.17]
New Zealand's gambling regulator--the Gambling Compliance office of its Department of Internal Affairs--has told Gamasutra that "the Department is of the view that loot boxes do not meet the legal definition of gambling."
Design, Business/Marketing

Ubisoft Milan on the pitching process of Mario + Rabbids Kingdom Battle  
by Emma Kidwell [12.11.17]
Ubisoft Milan's Dario Migliavacca and Davide Soliani discuss their experience working with Nintendo on Mario + Rabbids Kingdom Battle and the challenges of working with an established IP.
Console/PC, Production

Video: The making of Little Inferno  
by Emma Kidwell [12.11.17]
In this 2014 GDC session, Tomorrow Corporation's Kyle Gray discusses the development process of Little Inferno.
Indie, Design, Production, Video, Vault

Get a job: TheWaveVR is hiring a Game Designer  
by Staff [12.11.17]
TheWaveVR is looking for a Game Designer/Product Manager to be in charge of designing, implementing, and tuning game mechanics in its music concert platform TheWaveVR.
VR, Design, Production

You Must be 18 or Older to Enter cut from Steam over pornography concerns 2
by Alissa McAloon [12.11.17]
Valve quietly pulled SeeminglyPointless' offbeat horror game from the Steam Store, later telling the developer that it had been classified as porn.
Console/PC, Indie