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April 20, 2018
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The Witness team announces a grant for underrepresented devs  
by Emma Kidwell [03.19.18]
The team behind The Witness has put out a call for submissions encouraging independent game designers from traditionally underrepresented groups to work on grid-based puzzle games.
Indie, Design

In order to create empathy in players, writers need to get personal  
by Emma Kidwell [03.19.18]
iThrive Games' senior creative director Heidi McDonald opened her talk at GDC this afternoon on the narrative burden that writers carry when creating empathy.
Console/PC, Design, GDC

Appreciating the magic (and power) of hidden game mechanics 1
by Alex Wawro [03.19.18]
At GDC 2018 game designer Jennifer Scheurle breaks down how some of the biggest games "trick" players, showcasing how being a good game maker sometimes requires taking advantage of human perception.
Console/PC, Indie, Design, GDC

Facebook releases engagement-focused Games SDK  
by Alissa McAloon [03.19.18]
Facebook has released its new Games SDK that aims to let developers build Facebook-based sharing functionality into projects with the goal of boosting community engagement.
Console/PC, Social/Online, Business/Marketing, GDC

Google Play is launching download-free instant games  
by Alissa McAloon [03.19.18]
Google Play Instant is currently in closed beta. The company hopes that the friction-free download option will bolster the power of social shares and marketing campaigns.
Smartphone/Tablet, Business/Marketing, Video, GDC

Microsoft launches DirectX Raytracing to streamline real-time rendering 1
by Alissa McAloon [03.19.18]
Microsoft has introduced four new concepts to the DirectX 12 API that aim to give developers entirely new rendering options and bridge the gap between commonly used rasterization techniques.
Console/PC, Programming, Video, GDC

Unreal Engine 4 adds Magic Leap One support  
by Alissa McAloon [03.19.18]
Unreal Engine 4 developers can now create for Magic Leap’s Magic Leap One mixed reality headset thanks to recently added Lumin SDK support.
VR, GDC

Blog: Read short stories and become a better level designer 4
by Gamasutra Community [03.19.18]
If you're a level designer looking to deepen your "well of inspiration,' you might want to consider reading more short stories.
Design

Klang nets $5M to support the development of its AI-driven MMO, Seed  
by Chris Kerr [03.19.18]
Berlin-based studio Klang has secured $5 million in funding to continue the development of its AI-driven massively multiplayer online (MMO) offering, Seed
Console/PC, Production, Business/Marketing

Blog: What's up with the DMCA fight over defunct online games? 8
by Gamasutra Community [03.19.18]
If you've been paying attention, you may have seen press coverage of the ESA's opposition to a proposed change to the Digital Millenium Copyright Act. But what exactly is the ESA arguing about?
Business/Marketing

Epic gifts over $12M worth of Paragon assets to Unreal Engine devs  
by Chris Kerr [03.19.18]
Epic is giving Unreal Engine 4 devs access to over $12 million worth of assets from its soon-to-be shuttered online shooter, Paragon
Console/PC, Programming, Art, Production, Business/Marketing

Vive Pro to retail for $799, standard Vive gets $100 price drop 3
by Chris Kerr [03.19.18]
The premium headset was unveiled back in January, and uses duel-OLED displays to deliver a resolution of 2880 x 1600 combined, compared to the standard Vive's 2160 x 1200 offering.
VR, Business/Marketing

Amazon debuts GameOn, a new cross-platform competitive game platform  
by Alex Wawro [03.19.18]
As the Game Developers Conference kicks off today Amazon unveiled GameOn, a new platform aimed at helping devs implement cross-platform (mobile, console, PC) competitive multiplayer in their games.
Social/Online, Business/Marketing, GDC

Video Game Deep Cuts: The Exoplanets Of Trust  
by Gamasutra Staff [03.19.18]
This week's longform writing/video highlights include helping gamers find undiscovered exoplanets, research about 'the trust spectrum' from Raph Koster, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Combining tower defence and shooting mechanics  
by Gamasutra Community [03.19.18]
The preconceptions you have about what the final product should look like often look great on paper, but do not fare so well in reality. Here's how my game changed over time.
Design

How devs deal with making enemies that feel 'okay' to kill 2
by Carli Velocci [03.19.18]
Gamasutra chats with devs from around the industry about good enemy design, and what's involved with creating enemies that feel 'okay' to kill -- without making killing feel okay.
Console/PC, Indie, Art, Design

Video: How SimCity's sandbox was built  
by Emma Kidwell [03.16.18]
In this 2013 GDC talk, Maxis' Dan Moskowitz explains how SimCity's sandbox was built.
Console/PC, Programming, Video

Established Japanese devs are making games under a new approach 1
by Emma Kidwell [03.16.18]
A profile published by Polygon earlier today examines how a growing number of established Japanese game developers have taken a different approach for creating new titles.
Console/PC, Indie, Design, Production

GDC 2018 is this week! Follow along on Gamasutra's official event page  
by Staff [03.16.18]
Game Developers Conference 2018 is here, and Gamasutra reporters will be onsite bringing you loads of stories. Follow along on our event page here!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

A look at how Campo Santo created convincing water for a (cut) game trailer scene 2
by Alissa McAloon [03.16.18]
"To bring the scene to life, we'd need nice-looking water, which wouldn’t be convincing if it didn’t react to the motion of the characters and surrounding geometry."
Art