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June 17, 2019
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Video: The grind behind Boyfriend Dungeon's $272K funding success  
by Staff [05.28.19]
In this 2019 GDC talk, Kitfox Games' Victoria Tran  lifts the veil on the numbers and technical aspects behind the indie discoverability grind that drove Boyfriend Dungeon to Kickstarter success. 
Indie, Business/Marketing, Video, Vault

Don't Miss: 7 classic arcade games that can still teach developers lessons today 2
by Staff [05.28.19]
These classic arcade games have tight controls, layered mechanics that are easy to grasp but difficult to master, inspired uses of music, creative powerups, and efficient storytelling.
Console/PC, Art, Design

King co-founder Riccardo Zacconi stepping down as CEO  
by Alissa McAloon [05.28.19]
King's longtime CEO Riccardo Zacconi is leaving his role at the head of the company after 16 years in the position.
Smartphone/Tablet

Subway Surfers surpasses 2.5 billion lifetime downloads  
by Alissa McAloon [05.28.19]
Kiloo and SYBO's 2012 endless runner has been downloaded over 2.5 billion times across all platforms, a milestone the developer says makes it one of the most downloaded mobile games to date.
Smartphone/Tablet

'Gaming disorder' officially recognized as a disease despite industry protests 1
by Chris Kerr [05.28.19]
The World Health Organization has officially recognized 'gaming disorder' as a disease, meaning it will be included in the 11th revision of the International Statistical Classification of Diseases.
Business/Marketing

Obituary: Veteran programmer Stephen Ash has passed away 3
by Chris Kerr [05.28.19]
The well-traveled developer worked on popular titles including Star Wars: Jedi Knight, The Simpsons Wrestling, Grim Fandango, and Quake: Champions.

Blog: Design trajectories in Let's Play: Ancient Greek Punishment: Chess Edition  
by Gamasutra Community [05.28.19]
Pippin Barr examines the design and development process of his game Let's Play: Ancient Greek Punishment: Chess Edition, making use of his extensive documentation for the project.
Design

Blending Zelda with pinball mechanics in Creature in the Well  
by Steven T. Wright [05.28.19]
Creature in the Well hearkens back to the simple joy of controlling a ball as it caroms around a room, layering a top-down Zelda-like hack-and-slash schema onto one of the medium's most fundamental forms of play.
Console/PC, Indie, Design

Using 'sensitive triggers' to make great jump scares in Close to the Sun 1
by Bryant Francis [05.27.19]
Close to the Sun's lead designer explains how the studio implemented a smarter version of jump scares that are more conducive to open-ended 3D games.
Console/PC, Design

Video Game Deep Cuts: Observing A Playdate With Some Cool Ghosts  
by Gamasutra Staff [05.24.19]
This week's roundup includes a look at AI thriller Observation, the unique new Panic handheld Playdate, and subjects including eSport shadiness, Oculus Quest, and Pathologic 2.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie

Get a job: Square Enix, Volition, and more are hiring now!  
by Staff [05.24.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Art, Design, Recruitment

The Epic Games Store exceeded THQ Nordic's expectations, says CEO 4
by Alissa McAloon [05.24.19]
Metro Exodus was a huge launch for publisher Deep Silver's parent company THQ Nordic, and CEO Lars Wingefors now says that the Epic Games Store played a bigger part in that success than he may have previously suggested.
Console/PC

Don't Miss: The making of Call of Duty 4: Modern Warfare 4
by Staff [05.24.19]
"We tried several different directions, many of which were failures, but the ultimate result was the best game any of us have ever worked on."
Console/PC, Social/Online

13 data centers in key game dev areas now support xCloud, testing open for some devs 1
by Alissa McAloon [05.24.19]
Microsoft has published a post that offers developers new information on its Project xCloud streaming service, detailing the steps its currently taking to make the service as accessible as possible for game developers.
Console/PC, Social/Online

Dauntless saw 500,000 new players within 24 hours of its cross-platform launch  
by Alissa McAloon [05.24.19]
That influx of new faces brings the free-to-play RPG’s lifetime player count over 4 million.
Console/PC, Social/Online

Blog: Welcome to rabbit hell! Reliable AI locomotion with TDD 1
by Gamasutra Community [05.24.19]
This is how we were able to utilize a TDD workflow to write stable and regression-proof AI locomotion in ElemenTerra.
Programming, Production

Proposed anti-loot box bill has big implications for devs and publishers 56
by Chris Kerr [05.24.19]
The proposed bill would serve to "regulate certain pay-to-win microtransactions and loot boxes," and could drastically change how devs and publishers use certain monetisation mechanics in the States.
Design, Business/Marketing

These were the best-selling new releases on Steam in April  
by Chris Kerr [05.24.19]
Physics-based tactics game Totally Accurate Battle Simulator and minimalist city builder Islanders were two of Steam's best-selling new releases in April, according to data from Valve. 
Console/PC, Business/Marketing

Blog: Understanding the impact of the creative gaming revolution 3
by Gamasutra Community [05.24.19]
A new paradigm of game design is gaining steam - Creative Gaming is a booming alternative to challenged-based design, and its impact will forever change the video game industry.
Design

Designing for horror and hope in A Plague Tale: Innocence 1
by Bryant Francis [05.24.19]
The developers behind A Plague Tale: Innocence share some insight on developing horrifying rat swarms and meaningful narrative moments.
Console/PC, Design