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April 21, 2018
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Blog: How math helped design a game  
by Gamasutra Community [03.28.18]
Tiny Trees is a competitive tree-growing board game where the trees you grow branch into the third dimension. I investigate the math behind our design so you can apply it to your own projects.
Design

Sony cuts price of PlayStation VR Camera bundle by $100  
by Chris Kerr [03.28.18]
Sony has cut the price of its PlayStation VR Camera Bundle by $100, meaning would-be virtual reality explorers can now get their hands on the bundle for $299.99. 
VR, Console/PC, Business/Marketing

Blog: Are hybrid AIs the answer to better video game AI? 6
by Gamasutra Community [03.28.18]
Are hybrid approaches, combining machine learning with design-based AIs, delivering the most promising results for state-of-the-art AI for modern games? Here are my thoughts.
Programming, Design

Orcs Must Die! developer Robot Entertainment lays off 30 staff  
by Chris Kerr [03.28.18]
The studio had two teams working on different projects over the past 18 months, but has scaled down its operations and will now be focusing on just one title.
Production, Business/Marketing

Blog: Conveying the nuances of disorders like Tourette's through game design 5
by Staff [03.28.18]
"I have Tourette's Syndrome and Narcolepsy," writes Defenders Quest game dev Lars Doucet in this fascinating post. "I made a game about them. It's kinda weird."
Indie, Design

CIA releases rules and materials for its training board games 2
by Alex Wawro [03.27.18]
These documents provide some fascinating insight into how and why the secretive government agency designs games for use as teaching tools.
Serious, Design

Video: How the world of Far Cry 4 was rendered  
by Staff [03.27.18]
In this 2015 GDC session, Ubisoft Montreal's Stephen McAuley explains how the team rendered Kyrat, the world of Far Cry 4.
Console/PC, Programming, Video

Universal opens 5 properties for use in game dev contest  
by Emma Kidwell [03.27.18]
Unity collaborates with Universal for the GameDevChallenge, opening up five IP for developers to pitch a game around.
Console/PC, Design

Get a job: Slime Rancher dev Monomi Park is hiring a Producer  
by Staff [03.27.18]
San Mateo-based Monomi Park is looking for applicants well-versed in scheduling, task management, interdisciplinary communication and with an unquenchable, burning desire to make and play games.
Console/PC, Production, Recruitment

Valve to open source networking tool for devs, Steam not required 1
by Emma Kidwell [03.27.18]
Valve has announced plans to open source 'GameNetworkingSockets' for developers without requiring Steam.
Console/PC, Design

Microsoft tweaks Code of Conduct for Xbox and other platforms  
by Alissa McAloon [03.27.18]
Microsoft is updating the code of conduct section of its terms of services to list 'offensive activity' as a bannable offense on its wide array of online platforms including Xbox and Skype. 
Console/PC, Social/Online

Don't Miss: A look back at how Nintendo created the 3DS and its innovative hardware 2
by Staff [03.27.18]
On the 7th anniversary of its North American release, take a look back at this 2011 Q&A with 3DS project head Hideki Konno about the road to releasing the iconic handheld device.
Console/PC, Business/Marketing

Blog: Helping the young ones in your studio grow
by Gamasutra Community [03.27.18]
Five pointers to help you build up trusting relationships with your colleagues and co-workers.
Business/Marketing

DDR, Half-Life, and Minecraft among 2018 World Video Game Hall of Fame nominees 1
by Alissa McAloon [03.27.18]
The Strong Museum of Play has revealed its fourth annual list of potential inductees into the museum’s World Video Game Hall of Fame.
Console/PC, Smartphone/Tablet, History

Blog: Building the world of Mafia III  
by Gamasutra Community [03.27.18]
The lead world designer and lead architect behind Mafia III detail the history, process, and challenges they experienced when creating New Bordeaux.
Design

Here's how Nintendo chooses its indie partners on Switch 1
by Chris Kerr [03.27.18]
"I think the best way to explain it is, over the last year we have been evolving past what was initially more of a curated content position to now a curated partnership position."
Console/PC, Production, Business/Marketing

Blog: Defining accessibility in game design 5
by Gamasutra Community [03.27.18]
In this blog post, Dark Roast Entertainment co-founder James Margaris argues against classical notions of video game accessibility.
Design

Final Fantasy XV director to lead new Square Enix studio  
by Chris Kerr [03.27.18]
The new opening will focus on creating new triple-A titles and properties, alongside other "innovative game and entertainment content."
Console/PC, Business/Marketing

'You can deliver empathy': Why Dandara's devs drew inspiration from Brazilian culture  
by Joel Couture [03.27.18]
"Games differ from other media because of the interactive side of it, & that is how it can bring narrative elements that are unique to them," says Dandara dev Lucas Mattos. "You can deliver empathy."
Indie, Design

Video: How Watch Dogs 2 created a reactive crowd of NPCs  
by Staff [03.26.18]
In this 2017 GDC talk, Ubisoft's Roxanne Blouin-Payer shows how the team approached emergent AI in order to populate Watch Dogs 2 with reactive characters.
Console/PC, Programming, Design, Video