Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 19, 2017
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Get a job: Insomniac Games is hiring an experienced UI Artist  
by Staff [09.18.17]
Insomniac Games is looking for a Mid to Sr. UI Artist to develop art content and motion graphics for its upcoming Spider-Man game in Burbank, CA.
Art, Recruitment

Now out of Early Access, Divinity: Original Sin 2 nears 500k sold  
by Alissa McAloon [09.18.17]
The game only recently emerged from a year-long Early Access period but is already close to crossing the 500k sold threshold.
Console/PC

Don't Miss: Creating compelling puzzles in Rise of the Tomb Raider 3
by Staff [09.18.17]
Crystal Dynamics' senior designer Jeff Wajcs discusses the different elements that go into creating the perfect puzzle in this interview following the release of Rise of the Tomb Raider.
Console/PC, Design

VRDC Speaker Q&A: Survios' Mike McTyre discusses developing Raw Data  
by Emma Kidwell [09.18.17]
Mike McTyre of Survios discusses the practical lessons learned from building VR title Raw Data.
VR, Design, VRDC

Blog: Design tips for creating your game's opening level 2
by Gamasutra Community [09.18.17]
A game's opening level is like a first impression and needs a different design approach. In this article, I'll go through what sets Level 1-1 apart from other levels in 3D platformer, Suzy Cube.
Design

Former Valve dev Chet Faliszek joins Bossa Studios 1
by Alissa McAloon [09.18.17]
Previously, Faliszek spent over a decade at Valve working as the studio's VR liaison and writing the stories for games in Half-Life, Left 4 Dead, and Portal series.
VR, Social/Online, Production, Business/Marketing

Blog: Creating a dynamic tile system in Fossil Hunters 9
by Gamasutra Community [09.18.17]
What is a dynamic tile system, what solutions exist, and why did we create our own custom solution for Fossil Hunters? I explain the thinking behind our choices and detail our unique approach.
Design

Jen MacLean appointed interim executive director of IGDA  
by Chris Kerr [09.18.17]
"The IGDA must take a leadership position in empowering developers to succeed through connecting them to peers, resources, and opportunities in their local communities and around the world."
Business/Marketing

Moving on: Gearbox wraps up active development on Battleborn  
by Chris Kerr [09.18.17]
Gearbox Software's hero-shooter Battleborn is effectively being laid to rest, as the studio prepares to wind down development.
Console/PC, Production

Battlegrounds breaks the all-time Steam concurrent player record 2
by Chris Kerr [09.18.17]
The Early Access game was on course to break the record since passing the 1 million mark, and it eventually delivered the goods over the weekend.
Console/PC, Business/Marketing

Blog: Bringing Cursed Castilla to the Nintendo 3DS 1
by Gamasutra Community [09.18.17]
When we started working on Cursed Castilla, the 3DS was the platform we were targeting, but getting it there wouldn't be exactly straightforward.
Console/PC, Programming, Production

Upgrading the Nemesis system for Middle-earth: Shadow of War 1
by Bryant Francis [09.18.17]
The well-received Nemesis System from Middle-earth: Shadow of Mordor, dubbed an "orc management simulator" by some, is getting upgraded to include more emergent narrative potential in the sequel.
Console/PC, Design, Video

Video Game Deep Cuts: An HDR Tooth Nindie Tail? 2
by Gamasutra Staff [09.17.17]
Top game articles & videos for the week include the state of HDR in gaming, behind the scenes on new RTS Tooth & Tail, and stories from some key Nintendo indies.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Richard Garriott remembers calling his parents to settle a fight over Ultima IV's design 2
by Alex Wawro [09.15.17]
In a USGamer excerpt from a new book on Apple II game history, Garriott recalls how he and his brother called their parents to settle an argument over a single controversial Ultima IV encounter.
Console/PC, Production

Gamasutra plays the new Dishonored adventure with Harvey Smith  
by Bryant Francis [09.15.17]
Dishonored: Death of the Outsider creative director Harvey Smith sat down to talk with us about the development of the new DLC.
Console/PC, Design, Video

How the Tekken team has been working for a decade to knock out lag  
by Alex Wawro [09.15.17]
"10 years ago, we started to gradually change the base game," Tekken series producer/director Katsuhiro Harada tells Gamasutra. ""I think many games/genres will need to be fundamentally reevaluated."
Social/Online, Design

Video: How game communities build eSports scenes from the ground up  
by Staff [09.15.17]
At GDC 2017 qualitative sociologist T.L. Taylor digs into the history and value of eSports communities, exploring how community engagement in your game can be a form of transformative work.
Social/Online, Business/Marketing, Video, Vault

Get a job: WRKSHP is hiring a Sr. Game Artist  
by Staff [09.15.17]
WRKSHP is looking for a Sr. Game Artist to create high-quality production art assets for its mobile MMO Beat Fever.
Art, Recruitment

How Carmen Sandiego accidentally became an educational game icon  
by Alissa McAloon [09.15.17]
“We didn’t want to call it 'educational'. We wanted to call it 'exploration'," explains programmer and Carmen Sandiego co-creator Dane Bigham.
Console/PC

Emerging scene on display at Brazilian Independent Game Festival  
by Jason Johnson [09.15.17]
“We have a responsibility to foster indie games, because we’re never going to have triple-A development in Brazil. If games are going to be strong here, it’s going to be an indie industry.”
Console/PC, Indie, Design, Business/Marketing