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December 17, 2017
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Updates » Production
Don't Miss: Designing Star Wars: Knights of the Old Republic's combat system 1
by Staff [12.15.17]
This classic article initially appeared in the December 2003 issue of Game Developer magazine, and offers a fascinating look back at how BioWare designed combat for its standout Star Wars RPG.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Autodesk is discontinuing its Stingray game dev engine 5
by Alissa McAloon [12.15.17]
Autodesk is backing away from its Stingray game development engine and will halt its sale on January 7, 2018, though the engine will still be distributed to Maya LT subscribers.
Production

Blog: Making Boss 101 and living our dreams 2
by Gamasutra Community [12.15.17]
Boss 101 was our first game as a team but not my first game in the industry. I take a look at what got me to Boss 101, and the ups and downs of moving from big games to indie development.
Design, Production, Business/Marketing

Blog: Here's what I learned from two game launches 2
by Gamasutra Community [12.15.17]
Despite getting front page exposure on Steam our launch for Political Animals didn't go well, but our second game sold almost three times as many units without a Steam feature. Why?
Production

Video: Capy Games' Super Time Force and the paradox of time travel  
by Emma Kidwell [12.14.17]
In this 2014 GDC session Capy Games' technical director Kenneth Yeung discusses the game design difficulties of time manipulation in Super Time Force.
Indie, Design, Production, Video, Vault

Minecraft was the reason the Mirai botnet was created 1
by Emma Kidwell [12.14.17]
Wired recently published a piece interviewing several people who were involved in analyzing and investigating the Mirai botnet malware, which had roots in Minecraft server hacking.
Social/Online, Production

GDC Speaker Q&A: Ubisoft devs discuss the development of For Honor  
by Emma Kidwell [12.14.17]
Ubisoft's Damien Kieken and Roman Campos will be at GDC 2018 to present the talk 'For Honor': From a Great Launch to a Challenging Live Period.
Console/PC, Production

Blog: How I made a Game Boy game in 2017 2
by Gamasutra Community [12.14.17]
What does it take to release a new game cartridge for the Game Boy in 2017? Here's my experience, with a lot of details on the tools I used and the challenges I faced.
Programming, Design, Production

Blog: Animal Crossing: Pocket Camp - Can an old dog learn new tricks?
by Gamasutra Community [12.14.17]
Animal Crossing introduced appointment mechanics and short session gameplay to the mainstream over a decade ago. So what can the grandfather of simulation games teach us about game design?
Smartphone/Tablet, Design, Production

Blog: Breathing new life into the strategy genre  
by Gamasutra Community [12.14.17]
Studio Chahut game director and programmer Gabriel Wink explained how the team produced a full-on strategy game.
Production

Art Design Deep Dive: Getting official South Park art into The Fractured But Whole  
by Darryl Kay [12.14.17]
Ubisoft's Darryl Kay explains how the team created an art pipeline that could seamlessly ingest the assets received from the South Park TV show and integrate them directly into the Snowdrop engine. 
Console/PC, Art, Production

Crytek sues Star Citizen devs for breach of contract 10
by Alissa McAloon [12.13.17]
UPDATE The complaint stems from a number of incidents surrounding the development of Star Citizen, the devs' online space exploration game which used CryEngine for the bulk of its development.
Console/PC, Social/Online, Serious, Production

Best of 2017: The physics of trains in Assassin's Creed: Syndicate 7
by Gamasutra Community [12.13.17]
Ubisoft gameplay engineer Bartlomiej Waszak goes in-depth on the custom simulator that the studio created to model the physics of trains in Assassin's Creed Syndicate.
Console/PC, Programming, Design, Production

Keywords expands into co-development with $27M Sperasoft acquisition  
by Chris Kerr [12.13.17]
Game service provider Keywords has expanded into co-development and engineering by picking up Sperasoft for an undisclosed fee.
Production, Business/Marketing

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

Bungie tweaks expansion-locked Destiny 2 modes in wake of player criticism 4
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

Bury Me, My Love and the emotional rollercoaster of making a video game 1
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

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