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August 17, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Production
What live game developers can learn from studying urban planning  
by Gamasutra Community [08.17.18]
Spurred by a recent visit home, Amplitude Studios' Maxence Voleau reflects on some good lessons that game devs can learn from how cities inform people about roadwork & other aspects of urban planning.
Console/PC, Social/Online, Indie, Design, Production

Attend XRDC to see how Sir David Attenborough was recreated in VR  
by Staff [08.16.18]
VR experience Hold the World features an interactive one-on-one audience with Sir David Attenborough, and if you come to XRDC in October you can get a behind-the-scenes look at how it was made.
VR, Production

Blog: Let's talk about systemic narratives in games 7
by Gamasutra Community [08.16.18]
Ubisoft's Victor Sanchez digs into systematic narratives and how they might improve upon current narrative approaches.
Design, Production

Nordisk Film Games invests $5.5M in indie publisher Raw Fury  
by Chris Kerr [08.15.18]
Nordisk Film Games is an offshoot of Nordisk Film, which has made a number of moves into the games business of late, including the purchase of Just Cause developer Avalanche Studios for over $100 million. 
Production, Business/Marketing

Future perfect: THQ Nordic has acquired the rights to Timesplitters 1
by Chris Kerr [08.15.18]
A Timesplitters revival could be on the cards, with THQ confirming it's secured the rights to develop new titles and re-release the originals.
Console/PC, Production, Business/Marketing

Video: The double-edged sword of developing Darkest Dungeon as partners  
by Staff [08.14.18]
Red Hook Studios' Tyler Sigman and Chris Bourassa share crucial lessons learned throughout the development of Darkest Dungeon.
Console/PC, Production, Business/Marketing, Video

Ex-Naughty Dog dev explores the perks of a studio devoid of 'dedicated management' 1
by Alissa McAloon [08.14.18]
Former Naughty Dog dev Andrew Maximov offers insight into how teams can function, even thrive, with few managers or producers.
Production, Video

Reminder: Thursday is your last day to pitch Main Conference talks for GDC 2019!  
by Staff [08.14.18]
Heads up, game makers: The last day to pitch talks for the 2019 Game Developers Conference is this Thursday, August 16th -- so get your submissions in now!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: The dangers of the echo chamber effect on game development 2
by Gamasutra Community [08.14.18]
Today's post looks at the echo chamber effect and how it can hurt your changes of making the best possible version of your video game.
Design, Production

EA's chief design officer Patrick Soderlund is stepping down  
by Chris Kerr [08.14.18]
Company CEO Andrew Wilson broke the news in an open letter to employees, and explained Soderlund is departing to "begin a new chapter" later this year.
Production, Business/Marketing

Video: How Brendan 'PlayerUnknown' Greene went from mod maker to creative director  
by Staff [08.13.18]
In this GDC 2018 talk, PlayerUnknown's Battlegrounds' Brendan Greene shares his history in games, mod making, and the path he took to become creative director at PUBG Corp.
Console/PC, Design, Production, Video

Fallout 76 avoiding Steam so Bethesda can form 'direct relationships' with players 10
by Chris Kerr [08.13.18]
"We've done online games before, we've done some games-as-service, and with Fallout 76, it was just really important to us to have that direct relationship with the customer."
Console/PC, Production, Business/Marketing

Video Game Deep Cuts: We, Happy To Take The Magic Leap  
by Gamasutra Staff [08.13.18]
This week's highlights include impressions of the much-pivoted We Happy Few, hands-on with the vaunted Magic Leap AR glasses, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Adaptive gameplay aesthetics part 1: A disruptive game design framework 1
by Gamasutra Community [08.10.18]
I wanted to provide a disruptive game design framework based on shape language and traditional composition for heightening physical empathy. Here's how I did it.
Design, Production

Publishing platforms need policies around not-for-profit game devs  
by Emma Kidwell [08.09.18]
In an interview with Polygon, Glitch executive director Evva Kraikul discusses the hurdles that not-for-profit organizations face when negotiating with platform holders to publish their games. 
Indie, Production, Business/Marketing

Don't Miss: The making of the original Harvest Moon for SNES 5
by Staff [08.09.18]
Take a look back at this 2012 talk from Yasuhiro Wada where he discusses the development of the original Harvest Moon for the Super Nintendo, which released on this day in 1996.
Console/PC, Design, Production

Weekly Jobs Roundup: Crystal Dynamics, Sucker Punch, and more are hiring now!  
by Staff [08.08.18]
Studios are looking to hire designers, artists, producers, engineers, writers, and more right now on the Gamasutra Job Board.
Programming, Art, Design, Production, Recruitment

Developing a Kickstarter game over four years - Part 1
by Gamasutra Community [08.08.18]
This is a transcript of a video series I'm making on the overall experience of developing a Kickstarter game over the last four years.
Production, Business/Marketing

Blog: How to make a Discord RPG - Part 1 1
by Gamasutra Community [08.08.18]
The first in a series about the making of the Torn Tales Discord RPG: a game playable inside the Discord messenger client using a react based combat and exploration system.
Design, Production

Blog: Tips and best practices for localizing licensed IPs  
by Gamasutra Community [08.07.18]
Learn about the best practices for localizing your licensed game so you can prepare well in advance.
Production, Business/Marketing