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April 21, 2018
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Art Design Deep Dive: Giving back colors to cryptic worlds in Dead Cells 5
by Gwenaël Massé [04.03.18]
"Despite featuring zombies and developing a game where the foreboding sense of danger never leaves you, we choose not to mimic the artistic direction of similar titles." - Gwenaël Massé, artist on Dead Cells.
Console/PC, Indie, Art, Production, Deep Dive

Get a job: 2K Games is hiring a Lead Technical Artist  
by Staff [04.02.18]
A dev in this role would act as a bridge between artists and programmers and would set the standards that educate and inspire 2K's new team in Novato, California.
Art, Recruitment

Niantic settles Pokemon Go class action lawsuit for $1.5M  
by Alissa McAloon [04.02.18]
Niantic has reportedly settled a class action lawsuit over last year’s botched Pokemon Go Fest event with a payout of just over $1.5 million.
Social/Online, Smartphone/Tablet

Don't Miss: SpyParty, Sub Rosa, and manifesting deception through game design 5
by Staff [04.02.18]
Look back on this chat with SpyParty developer Chris Hecker, and Sub Rosa's Alex Austin about deception as a game mechanic, and why it lends itself so well to multiplayer.
Console/PC, Indie, Design

Amazon's Lumberyard-powered brawler Breakaway is no more 2
by Alissa McAloon [04.02.18]
Breakaway was one of three titles revealed in 2016 just as Amazon began its big push to position Lumberyard as an engine for social, streamable games.
Console/PC, Social/Online

Blog: It's not me. It's you - surviving a toxic workplace 12
by Gamasutra Community [04.02.18]
A veteran video game programmer recalls time spent at embattled game studio MidBoss, and offers suggestions for surviving a mismanaged, toxic workplace.
Console/PC, Indie, Business/Marketing

Valve quietly dials back Steam Machine presence on Steam 10
by Alissa McAloon [04.02.18]
While links to Steam Machines from a small handful of hardware partners still exist on the digital storefront, the SteamOS-powered line has lost its prominent placement on Steam.

Blog: Avenues for success and the cost of combat in RTS games 1
by Gamasutra Community [04.02.18]
Many real-time strategy games are built around the idea that the players who can churn out the most damage per second are the winners. Let's talk about how to subvert that.
Console/PC, Indie, Design

Blog: A postmortem on my game design degree 2
by Gamasutra Community [04.02.18]
A new graduate breaks down the pros and cons of attending a post-secondary school game design program, as well as advice on what students can do to prepare for the future.

Sponsored: How Arm is solving mobile game development's big 3 challenges  
by Arm [04.02.18]
At GDC 2018, find out how Arm is addressing what it calls the "holy grail of mobile game development."
VR, Smartphone/Tablet, Programming, Art, Audio, Design, Production, Sponsored Article

Making a civilization-scale crafting system for Jason Rohrer's One Hour One Life 2
by Alex Wiltshire [04.02.18]
“The user interface," says developer Jason Rohrer. "Part of it is me figuring out as a solo developer, how to make a game that’s as big as all the content that’s in the real world, right?”
Social/Online, Indie, Design, Video

Video Game Deep Cuts: Guns, Water & The Nintendo King  
by Gamasutra Staff [04.01.18]
This week's longform article highlights include musings on guns in games, a postmortem of Where The Water Tastes Like Wine, & a profile of a top retro YouTuber, among others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Mothership Entertainment is hiring a Technical Director  
by Staff [03.30.18]
The Technical Director will take responsibility for developing, maintaining, and optimizing the next title in the Aven Colony franchise.
Production, Recruitment

A look at EA Sports' push for more accessible sports games 1
by Alissa McAloon [03.30.18]
"I decided that if I ever had the chance, I would try to improve the game so a wider audience could play Madden,” Karen Stevens shares her experience building those features into games.

Blog: A development postmortem of Pressure Overdrive  
by Gamasutra Community [03.30.18]
This postmortem depicts the ups and downs leading to and during the development of Pressure Overdrive, a twin-stick shooter on wheels set in a colorful steampunk world.
Design, Production, Business/Marketing

Blog: How Breath of the Wild brings maturity to Nintendo's game design 1
by Gamasutra Community [03.30.18]
The Legend of Zelda Breath of the Wild is an amazing game, but it's easy to overlook how Nintendo has designed their most mature game yet.
Console/PC, Design

More than 'Orcs in Space': Devs measure the enduring influence of StarCraft  
by Alan Bradley [03.30.18]
Game makers from Blizzard, Riot, Gas Powered Games, and more cast themselves back to the strange, hazy days of the late '90s to talk about how StarCraft changed the way they thought about game design.
Console/PC, Design, Business/Marketing, History

Court rejects Lindsay Lohan's appeal in GTA V likeness lawsuit 2
by Alex Wawro [03.29.18]
NY's Court of Appeals ruled today on actress Lindsay Lohan's lawsuit against Take-Two alleging her likeness was used without permission in Grand Theft Auto V, and that ruling is: "dismissed."

Video: Retaining player retention in Runescape  
by Staff [03.29.18]
In this 2015 GDC session, Jagex Game Studios' Phil Mansell discusses how designers can improve retention rates of returning players in online games by examining Runescape.
Console/PC, Social/Online, Design, Video

Big Fish Casino constitutes illegal gambling under Washington law 5
by Emma Kidwell [03.29.18]
A Washington court has ruled that Big Fish Casino constitutes illegal online gambling.
Console/PC, Business/Marketing