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April 18, 2019
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Updates » Production
A modder has spent three years recreating The Legend of Zelda in Doom 2
by Chris Kerr [01.28.19]
Exkodius began working on the project after re-acquainting himself with Zelda on the NES, and wondering what it'd be like to gallivant around an 8-bit version of Hyrule in first-person. 
Console/PC, Production

Video Game Deep Cuts: The Tiny House Anthem Metro Exodus  
by Gamasutra Staff [01.27.19]
This week's highlights include creators building tiny houses in The Sims, impressions of BioWare's much anticipated Anthem, & a whole bunch of new games to check out - from the Resident Evil 2 reboot to FutureGrind through Metro Exodus.
VR, Console/PC, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: How Subnautica plunges deeper into rendering realistic water 2
by Staff [01.25.19]
'In the real world, it's actually pretty hard to see underwater,' says Max McGuire of Unknown Worlds Entertainment. 'There's a strong blue cast, and the sunlight doesn't penetrate very deeply.'
Console/PC, Indie, Programming, Art, Design, Production

Come out to GDC for an inside look at the making of Divinity: Original Sin 2!  
by Staff [01.25.19]
Larian Studios' Divinity: Original Sin 2 has been called one of the best role-playing games of its time, and at GDC 2019 Larian chief Swen Vincke will show you how it was made!
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Nintendo restarts Metroid Prime 4 development with series originator Retro Studios 1
by Kris Graft [01.25.19]
Nintendo revealed Friday that it is scrapping current development of the long-awaited Metroid Prime 4 and completely restarting the game's production with series originator Retro Studios out of Austin.
Console/PC, Production, Business/Marketing, Video

Video: The real-time rendering of Rogue One 1
by Staff [01.24.19]
In this GDC 2017 talk, ILM's John Knoll ILMxLab's Roger Cordes and Naty Hoffman discuss the rendering technology inspired by video games that the team created for Rogue One: A Star Wars Story.
Console/PC, Design, Production, Video

GDC 2019 State of the Industry: Nearly 50% of devs support unionization  
by Staff [01.24.19]
The results of the latest GDC State of the Industry survey are out, offering unparalleled insight into how game makers feel about unionization, the state of Steam, crunch time, and more!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: Solving interdimensional crimes in Double Cross  
by Gamasutra Community [01.24.19]
A unique feature in Double Cross is its investigation system, unusual in action-platforming games. How did it come to be, and how did it evolve to the one that shows up in the final game?
Console/PC, Design, Production

Unearthing the Pokemon-inspired Diablo game that never was  
by Chris Kerr [01.24.19]
"Pokemon was really big at the time. We thought we might do something similar where you could fight these monsters and get this whole different genre, age group."
Smartphone/Tablet, Design, Production

Epic acquires SkookumScript creator Agog Labs  
by Chris Kerr [01.24.19]
The deal will see Agog cease active development on SkookumScript, although the tool suite will remain available as a community-supported plugin for Unreal Engine 4. 
Production, Business/Marketing

Blog: How to create a semi procedural cartoon foam shader 8
by Gamasutra Community [01.24.19]
In this article, I'll explain my workflow to create a semi procedural shader to make cartoon foam without having to handle uvmapping for each new mesh created.
Programming, Design, Production

Master the art of creating and managing great live games at GDC 2019  
by Staff [01.23.19]
Don't miss all the great GDC 2019 talks aimed at helping you become a better live game developer! Catch these talks from folks who've worked on Fallout 76, Armello, Path of Exile and more!
Console/PC, Social/Online, Programming, Design, Production, GDC

Longtime CD Projekt Red dev Sebastian Stępień joins Blizzard  
by Alissa McAloon [01.23.19]
Sebastian Stępień, the creative director of CD Projekt Red’s upcoming game Cyberpunk 2077, is seemingly making the jump from the Polish studio to Blizzard Entertainment.
Production

Strap in for a Panzer Dragoon Classic Game Postmortem at GDC 2019!  
by Staff [01.23.19]
This is a special Classic Game Postmortem because you get 2 speakers and not 1 but 3 Saturn games discussed in-depth: the original Panzer Dragoon, Panzer Dragoon Zwei and RPG Panzer Dragoon Saga.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Epic Games acquires digital character specialist 3Lateral  
by Chris Kerr [01.23.19]
The Serbia-based company offers a variety of services including character conceptualization, face rigging, 3D scanning, and modeling.
Design, Production, Business/Marketing

Adobe acquires Substance toolkit creator Allegorithmic 12
by Chris Kerr [01.23.19]
Adobe has acquired Allegorithmic, the French company behind the Substance 3D material and texture creation toolkit that's used by a wide variety of game studios.
Art, Design, Production, Video

Blog: The mysteries of studying game design 7
by Gamasutra Community [01.23.19]
For this post, I share my thoughts on what it means to study game design, and provide some tips for developers looking to breakdown games for inspiration.
Design, Production

My Time at Portia devs compensate voice actors for unpaid wages
by Emma Kidwell [01.22.19]
Pathea Games, developer behind the role-playing game My Time at Portia, has come under fire over reportedly withholding payments to its voice actors for several months. 
Console/PC, Indie, Production, Business/Marketing

Square Enix has trademarked the name of Octopath Traveler's art style 7
by Chris Kerr [01.22.19]
The company has used the term to describe the Switch RPG's unique art style, which combines 16-bit character sprites and textures with polygonal 3D environments and high-definition effects.
Console/PC, Art, Production

How machine learning is helping fans remaster retro classics 1
by Chris Kerr [01.21.19]
How can fans make their favorite retro classics look better without petitioning for a HD remaster or full-blown remake? Easy. By getting neural networks to do their dark bidding.
Programming, Production