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January 16, 2019
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Updates » Production
Come to XRDC for a postmortem look at the making of Beat Saber!  
by Staff [08.28.18]
Built by 3 devs working remotely, Beat Saber's success proves you don't need outside funding, a big budget, or a large team to make a great VR game. Attend XRDC in October to find out how they did it!
VR, Design, Production

Get a job: Volition is hiring a Senior Writer  
by Staff [08.27.18]
Volition is searching for a Senior Writer to join its cross-discipline triple-A development team in Champaign, Illinois.
Production, Recruitment

Don't Miss: A technical look at bringing 60 FPS multiplayer to The Master Chief Collection  
by Staff [08.27.18]
Lead technical artist at Certain Affinity Bryan Moss discusses how technical artists and animators achieved running Halo: The Master Chief Collection at 60 frames per second.
Design, Production

The 10 secrets to indie game success (and why they do not exist) 6
by Gamasutra Community [08.27.18]
We're about to release Frozen Synapse 2, so it felt like the right time to write some kind of inspirational blog post in order to get 20 minutes of social media attention for marketing purposes…
Design, Production, Business/Marketing

Video Game Deep Cuts: The Two-Bit GoldenEye Circus  
by Gamasutra Staff [08.26.18]
This week's highlights include a look at innovative 'alternative arcade' Two-Bit Circus, a retrospective on the creation of GoldenEye for the N64, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Why the Dead by Daylight devs balance multiplayer by avoiding 'knee-jerk' reactions  
by Chris Kerr [08.24.18]
Keeping players happy when you're expanding a multiplayer title that pits one supercharged killer against four would-be victims isn't easy. Just ask the folks over at Dead by Daylight developer Behaviour Digital.
Console/PC, Programming, Production

Blog: Ideas and dynamic conversation in Heaven's Vault 1
by Gamasutra Community [08.23.18]
Heaven's Vault uses a knowledge model to track player activity and offer valid actions and dialogue. But it's also letting us give our characters' something else: a train of thought.
Design, Production

Developing GoldenEye 007 when the technology didn't exist 5
by Emma Kidwell [08.22.18]
In an oral history published by MEL Magazine, several members from the development team behind GoldenEye 007 discuss the unique challenges that came with designing for the Nintendo 64. 
Console/PC, Design, Production

Ubisoft's once-yearly Assassin's Creed series is skipping a 2019 release 1
by Alissa McAloon [08.22.18]
Ubisoft CEO Yves Guillemot told Gamescom attendees that the franchise is going to take a year off following the release of Assassin’s Creed: Odyssey this year.
Console/PC, Production

Blog: Building a disruptive game design framework - Part 2 1
by Gamasutra Community [08.22.18]
This 2-part essay provides a disruptive game design framework based on shape language and traditional composition for heightening physical empathy and the sensory experience of players.
Design, Production

Spelunky designer: Want to be an indie? Then learn how to finish games reliably  
by Chris Kerr [08.22.18]
"In my opinion, the hardest step for aspiring (commercial) indie game developers is learning to finish games consistently and efficiently."
Design, Production

Blog: Unity data management with CastleDB 4
by Gamasutra Community [08.21.18]
Unity's inability to fully separate game data from code is an issue that all developers eventually run into. After juggling ScriptableObjects for a few years, I've found a better way.
Programming, Production

Until Dawn dev Supermassive is creating a horror game anthology 1
by Chris Kerr [08.21.18]
The studio has just announced plans to release a series of standalone, cinematic horror games dubbed 'The Dark Pictures Anthology.'
Console/PC, Design, Production, Video

Keywords acquires Gobo game studios for $33M  
by Chris Kerr [08.20.18]
The deal means Keywords now owns the company's Brighton-based studios, Electric Square and Studio Gobo, which are spread across three offices in the coastal town.
Production, Business/Marketing

Blog: Making the first game containing Nazi symbols in Germany 16
by Gamasutra Community [08.20.18]
Battling the Nazis in World War II is a frequently-used setting in video games. Yet, in Germany, the homeland of the Nazis, video games were not allowed to show any of their symbols. Until now.
Design, Production

Video Game Deep Cuts: A PICO Double Walking Dead  
by Gamasutra Staff [08.19.18]
This week's highlights include articles about new Walking Dead narrative & AR games, a talk on PICO-8's playfulness, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Weekly Jobs Roundup: Remedy Entertainment, Atlus USA, and more are hiring now!  
by Staff [08.17.18]
These studios and many many more are looking for developers across multiple disciplines right now on the Gamasutra Job Board!
Art, Design, Production, Recruitment

Blog: How we made a stealth-em-up arena brawler  
by Gamasutra Community [08.17.18]
We recently released Black & White Bushido on PC, PS4 and Xbox One, so we thought it was time to take a look at what we've learned on our journey so far.
Design, Production

Blog: Tips for building VR and AR device-independent Unity projects  
by Gamasutra Community [08.17.18]
How does a Unity developer "create once, build many" while dealing with the rich, varied, constantly changing plethora of VR or AR toolkits and services?
VR, Design, Production

What live game developers can learn from studying urban planning 2
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