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September 19, 2017
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Classic Postmortem: How Maxis avoided sequel-itis on The Sims 2 1
by Lucy Bradshaw [09.14.17]
On this day in 2004, EA released The Sims 2. In this classic postmortem from Game Developer magazine, Lucy Bradshaw and the Maxis team recount what went right and what went wrong during development.
Console/PC, Art, Design, Production, Business/Marketing, History

Ooblets dev: Know it or not, 'your role in making a game is that of a marketer' 3
by Alex Wawro [09.13.17]
"Your game design, aesthetic, name, and every element of your process should be designed to appeal to people, and it needs to be from day one," writes Ooblets dev Ben Wasser in a recent Patreon post.
Indie, Business/Marketing

For the first time in 15 years, Doom is coming to a Nintendo console  
by Alex Wawro [09.13.17]
It's been over a decade since Doom II came out on GBA, but it appears as though the advent of the Switch has inspired Doom publisher Bethesda to bring the game back to a Nintendo platform.
Console/PC, Business/Marketing

How a life at Pixar and Bungie prepped one developer to work in VR  
by Bryant Francis [09.13.17]
We have a chat with VR developer and Pixar/Bungie veteran Tom Sanocki about making compelling VR stories.
Console/PC, Design, Video

For No More Heroes dev Goichi Suda, 'the Switch is a punk console'  
by Alex Wawro [09.13.17]
"I was shocked by it," Goichi "Suda51" Suda tells Kotaku. ""It’s kind of like a challenge from Nintendo. 'This is what we've got now--what are you gonna do with it?'"
Indie, Business/Marketing

Video: Porting a real-life castle into your game when you're broke  
by Staff [09.13.17]
Lacking funding, indie dev Joseph Azzam decided to scan an entire castle (Byblos Castle in Lebanon) with whatever equipment he could find. Surprisingly, it worked! In this GDC talk, he explains how.
Indie, Production, Business/Marketing, Video, Vault

Get a job: Sony PlayStation is hiring a Sr. Animation Programmer  
by Staff [09.13.17]
Sony is looking to hire an experienced Sr. Animation Programmer for its studio in Bend, Oregon.
Programming, Recruitment

The Last of Us co-director Bruce Straley departs Naughty Dog after 18 years  
by Alissa McAloon [09.13.17]
Straley served as game director for the majority of the Uncharted series and worked on everything from Crash Team Racing to The Last of Us in his time at Naughty Dog.
Console/PC

Google Play kicks off new initiative to support diverse game makers 1
by Alissa McAloon [09.13.17]
Google is expanding its Infinite Deviation program to help support marginalized people in the early stages of their game development careers.
Smartphone/Tablet, Design

Don't Miss: Fight or flight—The neuroscience of survival horror 15
by Gamasutra Community [09.13.17]
How exactly do horror games work on the brains of players? Neuroscientist Maral Tajerian unpacks the mechanism behind the scares in Amnesia, Dead Space, Silent Hill and others.
Design

Smartphones are only the tip of the AR iceberg, argues Niantic CEO  
by Alissa McAloon [09.13.17]
John Hanke explains how focusing too heavily on smartphones and camera-driven AR overlays risks missing the point of augmented reality and limits its future applications.
VR

Blog: A deeper look into the From Light development process  
by Gamasutra Community [09.13.17]
Now that we’ve recovered from PAX, we wanted to take an in-depth look at our development process. To kick things off, lets look at how we're building our levels for From Light.
Design, Production

Discuss the future of VR storytelling with Tom Sanocki at 3PM EDT  
by Bryant Francis [09.13.17]
We're discussing the ins and outs of VR storytelling development today at 3PM EDT.
VR, Design, Video

Blizzard brings forward annual charity drive to provide disaster relief  
by Chris Kerr [09.13.17]
Due to the rising number of natural disasters around the world, Blizzard has decided to release this year's World of Warcraft charity pet ahead of time.
Console/PC, Business/Marketing

Blog: How Kingdom Hearts blends combat evolution with character evolution 2
by Gamasutra Community [09.13.17]
I discuss how Kingdom Hearts' combat evolution is not just better for the game design, but also for reflecting on the main character growth.
Design

Crunch mentality is 'misguided and old-fashioned,' says Tim Schafer 5
by Chris Kerr [09.13.17]
"You don't realize until it has happened that you’re doing all this damage to your personal life by staying at work all the time.'
Production, Business/Marketing

Kickstarter welcomes Japanese creators into the fold 1
by Chris Kerr [09.13.17]
Crowdfunding website Kickstarter has officially opened its doors to creators based in Japan, meaning game developers in the region can finally get in on the action. 
Business/Marketing

Blog: Resources for video game music composers 5
by Gamasutra Community [09.13.17]
Video game composer Winifred Phillips offers a roundup of resources available to newcomers who aspire to enter the field of game music composition.
Audio

Game Design Deep Dive: The asymmetric multiplayer of Rising Storm 2: Vietnam 2
by Jack Hackett [09.13.17]
"Whilst the first game had been asymmetric in the tools given to each soldier, Rising Storm 2’s asymmetry was tactical and strategic, reflecting the differences in how each army fought the war."
Console/PC, Indie, Art, Design, Production, Video, Deep Dive

Iron Galaxy's Adam Boyes breaks down the pros and cons of game funding deals  
by Alex Wawro [09.12.17]
At the Chicago Video Game Law Summit veteran games exec Adam Boyes and veteran game lawyer Patrick Sweeney spend over an hour breaking down the pros and cons of various ways you could fund your game.
Console/PC, Indie, Business/Marketing, Video