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May 22, 2018
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Video: How For Honor addressed its post-launch problems  
by Staff [05.22.18]
In this GDC 2018 session, Ubisoft's Damien KiekenandRoman Campos Orioladiscussthe story behind For Honor as it traveled from beta, through its launch, to its first post-launch year.
Console/PC, Production, Video

EA acquires GameFly's cloud gaming service 1
by Emma Kidwell [05.22.18]
Electronic Arts announced its acquisition ofthe cloud gaming technology assets and personnel of GameFly today.
Social/Online, Business/Marketing

We Happy Few refused classification by Australian ratings board 2
by Alissa McAloon [05.22.18]
Australias regulatory board that doles out ratings for games seeking release in the country has refused classification to Compulsion Games We Happy Few, effectively banning the sale of the game in Australia.
Console/PC, Business/Marketing

New studio Neon Giant launched by former Wolfenstein devs  
by Emma Kidwell [05.22.18]
Former Wolfenstein, DOOM, Bulletstorm and Gears of War developers have teamed upto form the Swedish-based studio Neon Giant.
Console/PC, Business/Marketing

Get a job: Disbelief is hiring a Junior Programmer  
by Staff [05.22.18]
Disbelief is looking for a full-time junior programmer to work on everything from gameplay to core engine programming as a member of its team in Chicago, IL.
Programming, Recruitment

UK government takes aim at online games in Internet Safety Strategy response  
by Alissa McAloon [05.22.18]
Video games were listed among the many online spaces being scrutinized by the United Kingdom government ahead of new laws that would aim to make the internet and social media safer for UK citizens.

Building a light-hearted puzzle game around Friday the 13th's Jason Voorhees  
by Joel Couture [05.22.18]
As with Slayaway Camp, we were aware of a fine line when doing comedy this dark," says Friday the 13th: Killer Puzzle dev Nate Schmold. "It can easily cross over from gross-but-funny to just nasty."
Indie, Design

Don't Miss: Tim Sweeney on the creation and legacy of the Unreal Editor 8
by Staff [05.22.18]
On the 20th anniversary of Unreal, take a look back at this chat with Epic founder Tim Sweeney about how the UnrealEd level editor emerged as one of the most popular tools of its era.
Console/PC, Programming

Microsoft partnership brings video game event to Special Olympics USA Games  
by Alissa McAloon [05.22.18]
Microsoft has teamed up with the Special Olympics to bring a video game tournament to the Special Olympics USA Games this July in Seattle, Washington.

Opinion: Illuminating the shadowy group celebrating Valve's latest censorship drive 5
by Katherine Cross [05.22.18]
Gamasutra contributor Katherine Cross digs into the history and agenda of the National Center on Sexual Exploitation, a right-wing advocacy group gleefully campaigning for Valve to censor Steam games.

Blog: Drawing inspiration from a global community of game devs  
by Gamasutra Community [05.22.18]
For me, the best thing about game conferences is meeting fellow developers from around the world and hearing their stories. Here's why I value those interactions above all else.

Blog: Making strategy games interesting to read  
by Gamasutra Community [05.22.18]
In a strategy game reading is the process of parsing the information on the board, allowing players to identify threats and opportunities. This article can help you make that text interesting to read.

Sony: PlayStation 4 is entering 'final phase' of its lifecycle  
by Chris Kerr [05.22.18]
Sony Interactive Entertainment chief exec John Kodera explained the PlayStation 4 is about to embark on the last leg of its journey, and that sales will be affected as a result.
Console/PC, Business/Marketing

Avalanche forms Malmo studio to focus on 'flexible' projects  
by Chris Kerr [05.22.18]
The new opening will join the Just Cause developer's otheroffices in New York and Stockholm, and will focus on 'relatively small and flexibly projects.'
Console/PC, Business/Marketing

Building the boss fights of X-Morph: Defense - Part 1  
by Gamasutra Community [05.22.18]
This article is the beginning of the series in which we will describe the design and implementation of boss fights in X-Morph:Defense.

Why the Cultist Simulator devs built their Lovecraftian game on a house of cards  
by Carli Velocci [05.22.18]
Cultist Simulator devs Alexis Kennedy and Lottie Bevan speak to the highs and lows of designing games around cards, the value of a minimalist interface, and walking the tightrope of indie game dev.
Indie, Design

Video: The combat design of DOOM 1
by Staff [05.21.18]
In this GDC 2018 session, id Software's Kurt Loudy & Jake Campbell go intothe philosophy behind the combat design of 2016's DOOM and its implementation.
Console/PC, Design, Video

Paradox looks at Crusader Kings 2 for improving DLC in future games 1
by Emma Kidwell [05.21.18]
In an interview with PC Gamer, CEO and VP of business development at Paradox Interactive Ebba Ljungerud and Shams Jorjani discuss the DLC model forCrusader Kings 2.
Console/PC, Business/Marketing

Get a job: Kaneva is hiring a Software Engineer  
by Staff [05.21.18]
Kaneva is looking for a Software Engineer well versed in Unity to work on mobile and VR development as a member of its Georgia-based team.
VR, Smartphone/Tablet, Programming, Recruitment

Lack of oversight led to use of Overwatch art in Paladins Strike ad, says dev  
by Alissa McAloon [05.21.18]
A promotional image for Hi-Rez Studios Paladins Strike mobile game took its background directly from Blizzard, something the dev chalks up to lack of oversight in regards to outsourced work.
Smartphone/Tablet, Art