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May 24, 2018
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How the BattleTech devs built an engrossing tactics game on a budget  
by John Harris [05.24.18]
BattleTech game director Mike McCain and Harebrained manager Mitch Gitelman discuss the trade-offs and dev techniques that helped them ship a game that matched promises made on Kickstarter.
Production, Console/PC

Josh Sawyer shares a boatload of design insight from Pillars of Eternity II  
by Bryant Francis [05.24.18]
Watch Obsidian Entertainment's design director discuss the decisions that drove development on Pillars of Eternity II: Deadfire.
Design, Console/PC, Video

Jagex shutting down RuneScape Classic after 17 years 2
by Alissa McAloon [05.23.18]
RuneScape developer Jagex has announced that it will shut down RuneScape Classic on August 6, 2018, ending support for the early online game 17 years after its first launch.
Console/PC, Social/Online

Sony: The next PlayStation is another three years away 3
by Chris Kerr [05.23.18]
Speakingto The Wall Street Journal, the Japanese console maker revealed the next PlayStation won't surface for at least another three years.
Business/Marketing, Console/PC

Minecraft surpasses 100M users in China on PC and mobile  
by Chris Kerr [05.23.18]
The Chinese version of Mojang's blocky builder is a free-to-play release, and is operated by internet technology outfit NetEase.
Business/Marketing, Console/PC, Smartphone/Tablet

We Happy Few refused classification by Australian ratings board 9
by Alissa McAloon [05.22.18]
Australias regulatory board that doles out ratings for games seeking release in the country has refused classification to Compulsion Games We Happy Few, effectively banning the sale of the game in Australia.
Business/Marketing, Console/PC

H1Z1 gains early F2P traction on PlayStation 4  
by Kris Graft [05.24.18]
Daybreak Games, the studio behind free-to-play battle royale game H1Z1, said the game hit 1.5 million players and 200,000 concurrent players just after its open beta launch on PlayStation 4.
Business/Marketing, Console/PC, Social/Online

What makes a great idle animation? Devs share their favorites 2
by Joel Couture [05.21.18]
From Rocket Knight Adventures to Ristar to Shantae, devs celebrate their favorite idle animations in games -- and how those little glimpses of character breathe life into virtual worlds.
Art, Console/PC, Indie, Video



Developing a procedural dialogue system for Tech Support: Error Unknown  
by Kevin Giguere [05.24.18]
Tech Support uses procedurally generated conversations to make dialogue flow naturally between the 200+ customers a player encounters over the course of the game, and adding variance to make every chat feel unique.
Design Programming Console/PC

God Games: Impostors in the Pantheon  
by Troy Bird [05.24.18]
A good god game will balance the influence the player has with the characters onscreen, not too separated that the player feels like they have absolutely no control, but enough that it doesnt become 'The Sims' where the player can control everything.
Design Console/PC

Better Together: Automated & Manual Testing  
by Keegan Dillman [05.24.18]
A QA Tester makes a case for the unification of Automated & Manual testing.
Business/Marketing Design Programming Production Console/PC Smartphone/Tablet

Group Pathfinding & Movement in RTS Style Games 1
by Andrew Erridge [05.22.18]
A practical approach to problems making group movement feel good and coordinated in an RTS style game.
Programming Console/PC Indie

From Steam to Switch: A Journey of an Indie Game  
by Eray Uygun [05.22.18]
Is Nintendo Switch a salvation or a trap for indies? Let's have a closer look.
Business/Marketing Console/PC Indie


Digital Extremes — London, Ontario, Canada
[05.23.18]
Video Game Data Scientist


Insomniac Games — Burbank, California, United States
[05.23.18]
Director of Design
Insomniac Games is searching for a Director of Design

Phosphor Studios — Chicago, Illinois, United States
[05.23.18]
QA Contractor


Phosphor Studios — Chicago, Illinois, United States
[05.23.18]
Mid to Senior Unreal Programmer


Digital Extremes — London, Ontario, Canada
[05.23.18]
Senior Lighting Artist


Saber Interactive Spain — Alcobendas, Madrid, Spain
[05.23.18]
Backend Developer, Madrid


Telltale Games — San Rafael, California, United States
[05.22.18]
Audio Software Engineer


Telltale Games — San Rafael, California, United States
[05.22.18]
Senior Engine Programmer


Modumate — San Francisco, California, United States
[05.22.18]
Lead UE4 Developer


Telltale Games — San Rafael, California, United States
[05.22.18]
Producer