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February 23, 2020
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Blog: Understanding the 4X genre through an RPG lens 1
by Chris Kerr [01.24.20]
Why Not Games programmer and designer Nikhil Murthy analyses the role-playing of 4X games.
Design

Blog: Fixing random encounters with area tracking 6
by Gamasutra Community [01.24.20]
Taking a look at the classic RPG mechanic of random encounters and how we can turn the often scorned mechanic into a beloved part of any exploration game.
Programming, Design

GDC State of the Industry: Game devs shifting focus to next-gen consoles 1
by Staff [01.24.20]
Out today and completely free to download, the 2020 State of the Industry Report is packed with useful game industry insights gleaned from surveying nearly 4,000 game industry professionals!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing, Whitepaper, GDC

A fleet of Arwings were just spawned in vanilla Ocarina of Time for the first time ever 1
by Chris Kerr [01.24.20]
In an apparent world first, a speedrunner has managed to spawn a fleet of Arwings in the vanilla version of The Legend of Zelda: Ocarina of Time without using a cheat device.
Console/PC, Programming, Design

Blog: Choosing the best compression mode for your addressable groups 2
by Gamasutra Community [01.24.20]
Here's how to choose the compression settings for your Addressable Groups and Asset Bundles to reduce wasted performance and storage cost.
Programming, Design

THQ-owned Amplifier Game Invest opens new studio in Sweden  
by Chris Kerr [01.24.20]
Amplifier Game Invest has cut the ribbon on a new game development studio called River End Games in Gothenburg, Sweden.
Production, Business/Marketing

Road to the IGF: inkle's Heaven's Vault  
by Joel Couture [01.24.20]
Heaven's Vault follows an archaeologist trying to translate a lost language in an ancient Nebula, finding its hidden meanings one symbol at a time.
Indie, Video, IGF

Court rules Nintendo's strict digital pre-order policies don't violate EU laws  
by Alissa McAloon [01.23.20]
A consumer rights case kicked off in 2018 has ended for now, with a German judge dismissing accusations that Nintendo’s strict digital no refund policy violated the EU's Consumer Rights Direction.
Console/PC, Social/Online

Stardew Valley has sold 10 million copies in 4 years  
by Alissa McAloon [01.23.20]
ConcernedApe’s charming farming sim Stardew Valley has officially surpassed 10 million copies sold across all platforms.
Console/PC, Indie

Get a job: Join Amazon Game Studios as a Senior Gameplay Engineer  
by Staff [01.23.20]
Amazon Game Studios is looking for a Senior Gameplay Engineer to join an exciting new project at our Seattle studio.
Programming, Recruitment

Blog: Analyzing the storytelling of Kingdom Hearts III  
by Gamasutra Community [01.23.20]
This essay analyses KH III's approach to storytelling, and the lessons that we as developers can learn from it. This critique is written from a developer's perspective, but with the insights of a fan.
Console/PC

Rocket League ending MacOS and Linux support in March 2
by Alissa McAloon [01.23.20]
Rocket League developer Psyonix is backing away from the MacOS and Linux versions of the game, announcing today that both will lose online functionality in early March.
Console/PC, Social/Online

Don't Miss: A deep dive into how Nex Machina creates and maintains tension 2
by Staff [01.23.20]
"We needed to cut as much of excess fat as possible and figure out what was really necessary to get the feeling you are on the 'knife's edge'."
Indie, Programming, Design, Production

Video: Tips for developing forward-facing rigs, tools and pipelines  
by Staff [01.23.20]
In this 2018 GDC session, Creative Assembly's Michael Malinowski presents the company's approach to building and utilizing a version-centric plugin architecture during production.
Console/PC, Production, Video, Vault

Gabby DaRienzo wants to talk about burnout  
by Staff [01.23.20]
Game dev and artist Gabby DaRienzo opens up a bit about what you can expect to get from her GDC 2020 talk on overcoming creative block, and why it's so important for game devs to talk about burnout.
Indie, Art, Production, GDC

Road to the IGF: kaleidoscube's A Juggler's Tale  
by Joel Couture [01.23.20]
A Juggler's Tale has players acting out puppet theater, guiding Abby the puppet on a journey to freedom through a grim fairy tale world.
Indie, IGF

Koji Igarashi will share Bloodstained lessons learned at GDC 2020!  
by Staff [01.23.20]
At GDC 2020 in March veteran game developer Koji "IGA" Igarashi will present an in-depth look at what he learned while shepherding his first crowdfunded game project from Kickstarter to completion!
Indie, Business/Marketing, GDC

Blog: Designing fun movement in games (with video) 1
by Gamasutra Community [01.23.20]
Movement systems in games are often taken for granted, but they can often make or break your game. So, what makes a system good, and how can you design great movement yourself? Let's find out.
Design

Digital Bros moves to acquire all Starbreeze assets from Smilegate  
by Chris Kerr [01.23.20]
Italian publisher Digital Bros has moved to acquire all of the Starbreeze assets held by South Korean developer Smilegate Holdings for $21.2 million.
Console/PC, Business/Marketing

Doom Eternal dev team were 'crunching pretty hard' during 2019 2
by Chris Kerr [01.23.20]
"We were crunching pretty hard most of last year. It goes in phases. We'll have one group of people crunching so the next group of people are teed up properly"
Console/PC, Production, Business/Marketing