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August 24, 2017
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Prioritizing accessibility made Way of the Passive Fist much better  
by Joel Couture [08.24.17]
What the developers of Way of the Passive Fist learned from collaborating with Clint "Halfcoordinated" Lexa, a speedrunner who plays many games one-handed, helped to ensure maximum accessibility.
Console/PC, Indie, Design, Video

Reach out and touch mouse: Designing Moss' healing mechanic to feel right in VR  
by Alex Wawro [08.23.17]
"Finally the healing came out of you reaching in and holding Quill," Moss dev Chris Alderson tells Develop. "You could do it in the middle of combat and it just felt right."
Indie, Design

Kojima wants Death Stranding to be about connection, not competition  
by Alex Wawro [08.23.17]
This week Glixel published an article from the veteran dev that sheds some light on his approach to making games through the lens of 'war movies without conflict' like Dunkirk and The Great Escape.
Console/PC, Design

Nidhogg 2 developer Mark Essen explains the game's gruesome new look  
by Bryant Francis [08.23.17]
We dove deep into the frantic combat and lush art style of Nidhogg 2.
Console/PC, Design, Video

Video: An XCOM art director's guide to the art of pre-production  
by Staff [08.23.17]
Firaxis vet and XCOM 1 & 2 art director Greg Foertsch speaks at GDC 2017 about the art of pre-production, and how fellow devs can prepare for their next game to minimize problems down the line.
Console/PC, Art, Production, Video, Vault

Get a job: NBCUniversal is hiring a Product Manager  
by Staff [08.23.17]
NBCUniversal is looking for a Product Manager to drive product vision, business strategy, improved game performance, and increased player engagement in Los Angeles, California.
Production, Recruitment

Comcast partnership opens Call of Duty: WWII pre-order beta to Xfinity customers  
by Alissa McAloon [08.23.17]
Activision has partnered with Comcast for a promotion that will open up Call of Duty: WWII’s upcoming pre-order exclusive multiplayer beta to Xfinify subscribers.

VR and 360-degree eSports viewer raises $9.8M  
by Alissa McAloon [08.23.17]
The company has closed a round of Series A funding that seeks to boost its interactive, 360-degree eSports viewing platform.
VR, Console/PC, Smartphone/Tablet, Business/Marketing

Blog: Rejecting obfuscated monetization 1
by Gamasutra Community [08.23.17]
Publishing veteran Ethan Einhorn explains why you should reject hard currency, gacha, and loot crates in favor of transparent monetization.

Don't Miss: Crunching the numbers on how crunch makes games worse 90
by Gamasutra Community [08.23.17]
Ask anyone in the industry about crunch and you're likely to hear opinions based on that person's individual experience. Now, here's some hard data on crunch from the Game Outcomes Project.

Opinion: Cultural junk food gets less respect when it's girly 3
by Katherine Cross [08.23.17]
Consider the difference in cultural regard between spy novels and romance novels; it doesn’t take a genius to see why Ian Fleming's schlock is more respected than Stephanie Meyers' schlock.
Console/PC, Indie, Design

Blog: Here's why you shouldn't rush your A/B test  
by Gamasutra Community [08.23.17]
A/B testing is a powerful tool, allowing you to check various hypotheses with data before introducing any changes to the entire game's user base. Sounds pretty straightforward -- could anything go wrong?

Chat with Nidhogg 2 developer Mark Essen at 3PM EDT  
by Bryant Francis [08.23.17]
Ask questions about making good local multiplayer games with one of the minds behind Nidhogg 2 today at 3PM EDT.
Console/PC, Design, Video

Game Digital shares recover after financials beat expectations  
by Chris Kerr [08.23.17]
UK retailer Game Digital saw its share price surge upwards today after the company posted better-than-expected financials for the full-year ended July 29, 2017.

Top Eleven dev on success: 'Freedom is the most precious thing'  
by Chris Kerr [08.23.17]
"Venture capitalists give you a lot of money and less freedom. We didn't care much about the first one and we still don't; freedom is the most precious thing."
Smartphone/Tablet, Business/Marketing

Boosting complexity (and absurdity) of prison breaks in The Escapists 2  
by Joel Couture [08.23.17]
"Fans really responded well to the humor of the first game. That tone really allowed us to add some more… ‘unorthodox’ escape ideas to the sequel."
Console/PC, Indie, Design, Video

Blog: A postmortem of our Ludum Dare game, Slowbot  
by Gamasutra Community [08.23.17]
Slowbot was a game created for the Ludum Dare 48 hour game development competition. This article explains the process used for creating the game.
Design, Production

Creative Assembly partners with London college to combat UK 'skills shortage'  
by Chris Kerr [08.23.17]
"As a leader in the UK games industry we are committed to educating the future games development talent of tomorrow, and driving innovation through diversity."
Programming, Design

Blog: Surface shaders for spirits, ghosts, and poltergeists 2
by Gamasutra Community [08.23.17]
In this post, we'll look at creating a custom surface shader that uses normal mapping, emission, rimlighting, and depth pre-pass to create a ghostly character effect.
Programming, Production

Final Fantasy XV director plans official mod support for PC version  
by Alex Wawro [08.22.17]
That's a notable move to make given that developer Square Enix has never officially supported the modding of Final Fantasy games (though that certainly hasn't stopped people from doing so.)
Console/PC, Business/Marketing