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January 18, 2018
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Updates » Social/Online
Video Game Deep Cuts: Castlevania Go-es To Arms  
by Gamasutra Staff [07.23.17]
This week's longform articles & videos of the week include the making of the Castlevania Netflix series, hardcore Pokemon Go players, and an in-depth Arms interview.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie

How Destiny 2's clan system is shaped by Super Bowl rings  
by Alex Wawro [07.21.17]
Game designer and Destiny 2 social lead M.E. Chung explains to the Financial Post how Bungie studies sports and team culture for inspiration in designing Destiny's new community & clan systems.
Social/Online, Design

Gigantic devs share tips for surviving game development's ups and downs 1
by Alissa McAloon [07.21.17]
“It's hard enough to make a new IP from scratch, but throw in the fact that we were a new company, an independent company, without a huge financial backing ever just makes everything challenging.”
Console/PC, Social/Online, Production, Video

Gigantic dev makes a case for why games should look like candy 1
by Alex Wawro [07.20.17]
"Candy is completely engineered to entice you to pick it up," says Gigantic lead concept artist Vinod Rams in a recent livestreamed chat about the game's design, development, and alluring art style.
Console/PC, Social/Online, Indie, Art, Video

10 years of Kongregate game data suggests HTML5 games have arrived 2
by Alex Wawro [07.19.17]
Kongregate published a bunch of interesting data today to make the case that browser games built with HTML5 are just as successful as those that rely on Flash or the (now dead) Unity Web Player.
Social/Online, Business/Marketing


Developers share insights on designing for Facebook Instant Games 1
by Alan Bradley [07.18.17]
Facebook Instant Games are lightweight HTML5 titles playable in the Messenger app (or a browser window). Devs who've released on the platform describe its pluses, its minuses, and its future potential.
Social/Online, Design, Business/Marketing

Elite's David Braben: 'I would say no game is ever finished' 3
by Alex Wawro [07.17.17]
"People have described so many games as unfinished," veteran game dev and Frontier Developments chief David Braben tells Glixel. "But what they mean is 'You could do more.'"
Console/PC, Social/Online, Production

Don't Miss: Cheating vs. exploiting in game design 16
by Gamasutra Community [07.17.17]
This timeless blog post takes a look what defines 'cheating' and breaks down what game developers need to keep in mind when players start breaking and bending in-game rules.
Console/PC, Social/Online, Design

RuneScape is going multi-platform as a mobile MMORPG  
by Alissa McAloon [07.17.17]
Developer Jagex has laid plans to make the full version of its massively multiplayer online game playable on smartphones, complete with cross-platform play between PC and mobile.
Console/PC, Social/Online, Smartphone/Tablet

Video Game Deep Cuts: The 4D Cyberpunk Fire  
by Gamasutra Staff [07.17.17]
This week's longform game article/video highlights include the Cyberpunk RPG's original author, 4D Toys' brain-bending surreality, Fire Pro Wrestling's resurgence, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Don't Miss: What can game designers learn from watching Evo? 5
by Alissa McAloon [07.14.17]
The global fighting game tournament Evo is upon us once again, so take a look back at this 2015 breakdown to find out what game development lessons can be found in the tourney's most exciting moments.
Console/PC, Social/Online

Challenged by the FTC, DraftKings and FanDuel call off merger  
by Alex Wawro [07.13.17]
In the wake of the Federal Trade Commission's statement that it would challenge the merger, fantasy sports/eSports betting services DraftKings and FanDuel have cancelled their plans to join forces.
Social/Online, Business/Marketing

Video: Lessons learned from citizen science efforts in EVE Online  
by Staff [07.12.17]
At GDC 2017, MMOS' Attila Szantner and CCP's Bergur Finnbogason spoke at length about how they worked to integrate real science research into EVE Online as a seamless, productive experience.
Social/Online, Video, Vault

Riot files suit against alleged League of Legends mobile clone maker 9
by Alex Wawro [07.11.17]
Riot Games has filed a lawsuit alleging Chinese mobile dev Shanghai Moonton Technology is engaging in 'willful and bad faith infringement' of Riot's rights to its flagship intellectual property.
Social/Online, Smartphone/Tablet

Blog: What killed the MMOG? 20
by Gamasutra Community [07.11.17]
World of Warcraft's success attracted opportunistic agents that preyed on weaknesses in the game's economy and business model design. Without solutions, the MMO genre became increasingly non-viable commercially.
Console/PC, Social/Online, Business/Marketing

Netflix for indie games: How Jump aims to help devs beat discoverability issues 15
by Alex Wawro [07.10.17]
Game industry vets Anthony Palma and Cade Peterson chat with Gamasutra about Jump, their new indie game subscription service that aims to give passed-over games their time in the sun.
Social/Online, Indie, Business/Marketing

Video Game Deep Cuts: A Failure To NBA Jam  
by Gamasutra Staff [07.09.17]
This week's longform game article/video highlights include GDC's Indie Summit Failure Workshop, an oral history of NBA Jam, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Two years in, Steam is Rocket League's least popular platform 3
by Alissa McAloon [07.07.17]
According to developer Psyonix, the bulk of Rocket League's active players call the PlayStation 4 home, followed by the Xbox One and Steam.
Console/PC, Social/Online

3 years on, Red 5 is winding down its flagship MMO game Firefall 1
by Alex Wawro [07.06.17]
Firefall developer Red 5 Studios announced yesterday that it plans to suspend work on the free-to-play sci-fi MMO game tomorrow, July 7th, though it is "currently developing a mobile version."
Social/Online, Business/Marketing