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July 22, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






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Good and bad at all times: Adriel Wallick on jamming for a year  
by Katherine Cross [06.22.18]
"The most immediate and quick lesson I learned is this: every game idea is too big. You need to pare down ideas to the smallest level." 
Programming, Design, Production

Valve's updated Knuckles VR controller brings pinpoint finger-tracking  
by Chris Kerr [06.22.18]
Valve has given us a look at the latest version of its SteamVR Knuckles motion controller, alongside a Portal-inspired 'Moondust' demo showing the tech in action. 
VR, Console/PC, Production, Video

Blog: Imbuing video games with a potent atmosphere 2
by Gamasutra Community [06.22.18]
Atmosphere can elevate an already attractive environment to new heights when elegantly conceived and conveyed. Its ethereal nature, however, means it's not clear-cut from a development standpoint.
Design

Friday the 13th developer scraps all future content plans  
by Chris Kerr [06.22.18]
"Development on games can’t just pause indefinitely and pick back up again; it doesn't work that way. Especially when you have no idea when that future date will occur."
Console/PC, Production

How player feedback is shaping the way Avalanche makes Just Cause 4  
by Bryant Francis [06.22.18]
One of the executive producers on Just Cause 4 talks about how an evolving feedback process has led to weather systems and a new focus on narrative design.
Console/PC, Design, E3

Blizzard dev opens up about how Overwatch matchmaking works  
by Alex Wawro [06.21.18]
Blizzard's Scott Mercer pops the hood on Overwatch's competitive matchmaking tech in a new forum post (full of stats) aimed at calming fans' fears about grouping up in ranked multiplayer.
Social/Online, Programming

Video: How Blizzard created the visual effects of Diablo III  
by Staff [06.21.18]
In this GDC 2013 session, Blizzard Entertainment's Julian Love discusses the implementation of visual effects in Blizzard's Diablo franchise.
Console/PC, Art, Video

Nintendo and Microsoft partner to bring cross-play of Minecraft on Switch  
by Emma Kidwell [06.21.18]
Nintendo and Microsoft are collaborating to bring cross-play capability for Minecraft to the Switch by announcing a new update that will bring cross-platform play with other consoles.
Console/PC, Business/Marketing

Microsoft says original Crackdown 3 dev no longer working on the game  
by Emma Kidwell [06.21.18]
Reagent Games has gone dark after Microsoft Studios confirms that the creator of the Crackdown franchise is no longer involved in the game's development.
Console/PC, Business/Marketing

Don't Miss: Veteran director Khris Brown on the secrets of great voice acting 4
by Staff [06.21.18]
Producing believable, satisfying voice acting for your game is tricky business, so Gamasutra sat down with Khris Brown to explore how high-quality voicework in games comes together.
Console/PC, Indie, Audio, Design, Production

Weekly Jobs Roundup: Funcom, Tilting Point, and more are hiring now!  
by Staff [06.21.18]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Console/PC, Smartphone/Tablet, Programming, Design, Production, Recruitment

SteamVR introduces new skeletal input system for advanced animations  
by Emma Kidwell [06.21.18]
SteamVR introduces the Skeletal Input System, allowing for developers to capture more accurate hand motions.
VR, Design

Discord takes a page from Steam's book with a new, game-focused hub page 1
by Alissa McAloon [06.21.18]
Discord is launching a new Games Tab that aims to put games in the spotlight.
Console/PC, Social/Online

Nintendo stole the show during E3, at least as far as Twitter is concerned  
by Alissa McAloon [06.21.18]
Twitter has put together a nifty roundup that offers devs a look at what Twitter users were talking about during E3 last week.
Console/PC, Social/Online

At XRDC, learn how (and why) to effectively simulate stress in VR!  
by Staff [06.21.18]
Ex-BioWare dev Jonathan Perry is coming to XRDC to share what he's learned about simulating affecting, stressful situations in VR -- and how such experiences can help people train and learn better.
VR, Design

Blog: Making a tabletop-style party game for consoles  
by Gamasutra Community [06.21.18]
Snap Finger Click's development director Martijn van der Meulen discusses how the studio created an adult tabletop-style party title for consoles.
Console/PC, Design, Production

Microsoft scraps plans for VR support on Xbox  
by Chris Kerr [06.21.18]
Microsoft no longer plans to support virtual or mixed reality on Xbox, and claims "the PC is probably the best platform for immersive VR and MR."
VR, Console/PC, Business/Marketing

Mighty Bear Games secures 'millions' to create next-gen online titles  
by Chris Kerr [06.21.18]
"The diversity of expertise will be a great asset especially as we prepare to launch our first game this month and scale globally in the months ahead."
Smartphone/Tablet, Business/Marketing

Pokemon Quest hits 2.5M Switch downloads ahead of mobile launch  
by Chris Kerr [06.21.18]
The notable milestone, which was confirmed by the official Japanese Pokemon Twitter account, has been reached before the title's scheduled mobile launch later this month.
Console/PC, Business/Marketing

Blog: The problem with mobile strategy game design 5
by Gamasutra Community [06.21.18]
Command and Conquer Rivals is the latest in the strategy genre to show up on mobile, but it also represents the biggest problem with trying to simplify the genre and its design.
Smartphone/Tablet, Design