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October 24, 2017
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How Jeff Minter's Polybius brought his signature style to VR  
by Jack Yarwood [10.24.17]
The colorful dev Jeff Minter and the Llamasoft team transposed their trademark shooter style into VR for their latest title Polybius, without sacrificing quality or giving the player motion sickness.
VR, Console/PC, Indie, Art, Design, Video

How Neopets influenced a generation of devs  
by Alex Wawro [10.23.17]
"[Neopets] just literally introduced me to the concept of, 'you can build a thing on the computer and it shows up on the screen,'" game developer Nina Freeman told Glixel in a recent feature.
Social/Online, Programming

Indie Megabooth seeks submissions for next year's GDC & PAX East  
by Alex Wawro [10.23.17]
If you're an indie dev looking to get your work in front of people, know that the Indie Megabooth folks are seeking submissions for games to appear in the (Mega)booth at GDC 2018 and PAX East 2018.
Indie, Business/Marketing

Video: A game dev guide to breathing life into your levels  
by Staff [10.23.17]
At GDC 2016's Level Design Workshop, Hangar 13's Seth Rosen deconstructs how AI actors with systemic behaviors are the key to demonstrating the life of a level right in front of the player.
Console/PC, Design, Video, Vault

How GTA Online painfully pulled Rockstar into the 'live games' biz  
by Alex Wawro [10.23.17]
"As a company we did not realize how challenging it was going to be to have a team that essentially ran a content service, not make normal games," Rockstar's Imran Sarwar tells Game Informer.
Console/PC, Social/Online, Business/Marketing

Get a job: Telltale Games is hiring a Narrative Designer  
by Staff [10.23.17]
Telltale is looking for Narrative Designers to help create interactive action, compelling choices, and rewarding narrative branches as a member of its San Rafael-based team.
Design, Recruitment

First batch of backward compatible Xbox games hit Xbox One tomorrow  
by Alissa McAloon [10.23.17]
Thirteen games for Microsoft’s original Xbox are included in that first release, playable both digitally and with physical discs.
Console/PC

Opinion: Star Trek Online's 'episodes' are the key to its success  
by Katherine Cross [10.23.17]
"Star Trek Online really is the unofficial heir to the television series’ mantle of canon, and in the weeks I’ve played the game I’ve truly come to appreciate its storytelling and unique take on its source material."
Console/PC, Design, Video

Blog: How to translate your game - Part 2 6
by Gamasutra Community [10.23.17]
This is the second part of my series explaining what it takes to translate a video game. This instalment deals with the importance of getting off to a good start.
Production, Business/Marketing

British Games Institute seeking support from UK government  
by Chris Kerr [10.23.17]
Games industry veterans across the UK are calling on the British government to champion the sector by officially recognizing and funding a British Games Institute (BGI).
Business/Marketing

Treasure Hunters FanClub wants to make 'indie-friendly' funding a reality 1
by Chris Kerr [10.23.17]
Established with the help of indies including Hyper Light Drifter creator Alex Preston, the program will "help independent creators bring unique and surprising games into the world."
Business/Marketing

Blog: The anti-pattern of optional goals in tasklists  
by Gamasutra Community [10.23.17]
Why Not Games programmer Nikhil Murthy explains how optional goals and tasklists conflict with each other.
Production

The 24-hour ticket: Examining 'daily runs'  
by Phill Cameron [10.23.17]
We talk to the developers of Dead Cells, Caveblazers, and OlliOlli about the challenges, the appeal, and the difficulty of implementing a daily run in their games.
Console/PC, Indie, Programming, Design

Video Game Deep Cuts: Single-Player, Paperclip or Chicken-Blocking?  
by Gamasutra Staff [10.22.17]
This week's longform article/video highlights include the death - or not - of single-player AAA games, the clicker game paperclip-pocalypse, and some crazy specific fighting game terms.
VR, Console/PC, Social/Online, Indie, Programming, Art, Design, Production

Andromeda dev chalks up some of the game's problems to a lack of diversity 20
by Alex Wawro [10.20.17]
"This is what happens when, I think, you have a homogeneous leadership," veteran dev Manveer Heir (formerly of BioWare) told Waypoint. "The leadership of Mass Effect: Andromeda was all white men."
Console/PC, Indie, Serious

The developer of A Mortician's Tale talks death-positive game design 1
by Bryant Francis [10.20.17]
See why one game developer decided to stare death in the face when making A Mortician's Tale.
Console/PC, Design, Video

Oculus SDK gains 8 new, experimental modes of VR locomotion  
by Alex Wawro [10.20.17]
Oculus' recent blog highlighting the new movement methods makes for intriguing reading, especially if you're a VR dev grappling with the problem of how to get people moving without making them sick.
VR, Design

Twitch taps Dustforce dev to make a game played inside Twitch  
by Alex Wawro [10.20.17]
It's an interesting example of what a game dev can do with Twitch's new Extensions toolset, which allows streamers to embed interactive elements into their broadcasts.
Social/Online, Design, Business/Marketing

Video: A game dev's romp through interesting 2017 game market data 1
by Staff [10.20.17]
At GDC 2017, EEDAR co-founder and Experiment 7 creative director Geoffrey Zatkin presents a "tour de force romp" through a smorgasbord of game industry data from 2017.
VR, Console/PC, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Don't Miss: Deconstructing the Gothic horror music of Bloodborne  
by Staff [10.20.17]
Bloodborne audio experts Peter Scaturro, Penka Kouneva and Jim Fowler take the stage at GDC 2016 to talk about how the game's striking, haunting score was composed and produced across continents.
Audio