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January 16, 2018
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Get a job: TheWaveVR is hiring a Game Designer  
by Staff [12.11.17]
TheWaveVR is looking for a Game Designer/Product Manager to be in charge of designing, implementing, and tuning game mechanics in its music concert platform TheWaveVR.
VR, Design, Production

You Must be 18 or Older to Enter cut from Steam over pornography concerns 3
by Alissa McAloon [12.11.17]
Valve quietly pulled SeeminglyPointless' offbeat horror game from the Steam Store, later telling the developer that it had been classified as porn.
Console/PC, Indie

Best of 2017: How to design decisions that feel intimately difficult 17
by Gamasutra Community [12.11.17]
Kuba Stokalski, lead designer at 11 bit Studios, explores the conflict at the heart of many choices in This War of Mine - and examines how it can be used in other contexts.
Indie, Design

Apple's evolving rules make iOS a hard platform for small devs, says Year Walk dev  
by Alissa McAloon [12.11.17]
Keeping a game from being phased out of Apple's App Store means devs have to keep it supporting it perpetually, something some devs are finding hard to justify.
Console/PC, Smartphone/Tablet, Production

Come to GDC 2018 and see how Owlchemy brought Rick & Morty into VR  
by Staff [12.11.17]
Owlchemy Labs' Alex Schwartz and Devin Reimer will break down the successes, failures, and lessons learned during the development of the game, published earlier this year by Adult Swim.
VR, Design, Production, GDC

Blog: Exploring the link between light distribution and art direction 2
by Gamasutra Community [12.11.17]
A brief look at the importance of bidirectional reflectance distribution functions (BRDFs) in stylized work, which is often overlooked in favor of simply changing art assets.
Art, Design

Ubisoft delays projects after Assassin's Creed: Origins finds success 3
by Chris Kerr [12.11.17]
Ubisoft has delayed Far Cry 5, The Crew 2, and another unannounced project to give its development teams more time to add polish. 
Console/PC, Business/Marketing

GDC partners with Unity to present the Unity 3D Game Art Challenge! 1
by Staff [12.11.17]
Organizers of the Unity 3D Game Art Challenge are looking for the most beautiful and skillfully-created 3D games made in Unity. Submit by December 31st to show your game at GDC!
Console/PC, Art, GDC

Video Game Deep Cuts: A Far Cry From Wizard-Sniffing  
by Gamasutra Staff [12.11.17]
This week's top game articles/videos include the story behind Far Cry 5, a wizard-sniffing text adventure, the hillbillies of Grand Theft Auto Online, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Make games inspired by the public domain 6
by Gamasutra Community [12.11.17]
Public domain works-based games aren't something you should fear or hate. In fact, I believe we should make more games that use public domain licenses.
Design

Boss Key co-founder Arjan Brussee departs to rejoin Epic Games  
by Chris Kerr [12.11.17]
Boss Key co-founder and COO Arjan Brussee is leaving the LawBreakers developer and heading back to Epic Games. 
Business/Marketing

The Uncharted franchise has surpassed 41M sales  
by Chris Kerr [12.11.17]
The Uncharted series has surpassed 41 million sales worldwide since Naughty Dog launched the franchise with Drake's Fortune in November 2007.
Console/PC, Business/Marketing

Blog: Teaching Dimension Drive's unique mechanic through its trailers  
by Gamasutra Community [12.11.17]
Dimension Drive delivers a unique twin-screen take on the SHMUP genre. We needed to make a trailer that presented that mechanic in a way that transmitted its nuances. Here's how we did it.
Design, Business/Marketing

What devs are saying about the design of Animal Crossing: Pocket Camp 4
by Joel Couture [12.11.17]
Game makers have been buzzing about Nintendo's new mobile Animal Crossing, and here devs around the industry analyze Pocket Camp's monetization design, controls, aesthetic, and more.
Smartphone/Tablet, Design, Business/Marketing, Video

Environmental artist Jane Ng only made 23 unique trees for Firewatch 1
by Emma Kidwell [12.08.17]
Jane Ng is lead artist at Campo Santo and presented at the NYU Game Center lecture series about the environmental art of Firewatch, discussing how she only created 23 unique trees for the entire game.
Indie, Art, Design

Reigns: Her Majesty's Francois Alliot on making a more complex swipe-em-up  
by Bryant Francis [12.08.17]
We talked to the lead developer of Reigns: Her Majesty about the art and business about making weird games about being royalty.
Console/PC, Design, Production, Business/Marketing, Video

Video: Why real time-destruction is the core of Rainbow Six: Siege  
by Emma Kidwell [12.08.17]
In this 2016 GDC session Ubisoft's Julien L'Heureux discusses the process of developing and implementing the destruction engine Realblast into Rainbow Six: Siege.
Console/PC, Design, Video, Vault

Best of 2017: Breaking down Rainbow Six: Siege's dynamic audio in destructible levels 5
by Louis Philippe Dion [12.08.17]
"By using a series of strategically placed points in the map, called Propagation Nodes, we are able to calculate the lower cost paths of a sound between the listener and the source."
Console/PC, Programming, Design

Get a job: Supergiant Games is hiring a Technical Designer  
by Staff [12.08.17]
Supergiant Games, the independent studio behind Bastion, Transistor, and Pyre, is seeking a technical designer to join its creative team to help implement, iterate on, and debug game systems and content.
Design, Recruitment

Finding the right beats in Cosmo D's surreal The Norwood Suite 1
by Joel Couture [12.08.17]
Game designer and musician Greg Heffernan walks Gamasutra through the process of blending inspirations as diverse as jazz and immersive sims to build his first-person thriller The Norwood Suite.
Console/PC, Indie, Design