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March 24, 2018
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Road to the IGF: Studio MDHR's Cuphead  
by Joel Couture [02.26.18]
Players will battle colossal bosses, their styles drawn from 1930s animation, as hot jazz blares in their ears in ever-escalating run and gun game Cuphead.
Indie, Video, IGF

PAX producer ReedPOP acquires Gamer Network  
by Alissa McAloon [02.26.18]
The acquisition sees the U.S.-based company take control of the websites Eurogamer, RockPaperShotgun,, and others.

Learn all about Alt.Ctrl.GDC's alternative controllers in this Q&A series!  
by Gamasutra Community [02.26.18]
From living orbs to coffins, Alt.Ctrl.GDC will have all you need when it comes to unique and decidedly off-the-wall control schemes and controllers at GDC 2018.

Blog: Creating fast 2D shadows in Unity using 1D shadow mapping 6
by Gamasutra Community [02.26.18]
In this article I explain how I adapted a traditional technique from 3D rendering to achieve fast 2D shadows for a large number of light sources in Unity.
Programming, Design

Augmented and mixed reality revenue to surpass VR by 2021  
by Chris Kerr [02.26.18]
SuperData believes the AR/MR market will be worth $20.3 billion in terms of consumer revenue by 2021, while VR will be worth roughly $19 billion.
VR, Business/Marketing

Nintendo is letting players review Switch games on its official website  
by Chris Kerr [02.26.18]
It might seem like a pretty basic feature, but the ability to garner more customer feedback (both positive and negative) will no doubt be of use to developers plying their trade on the platform.
Console/PC, Business/Marketing

Blog: The poor man's guide to netcode  
by Gamasutra Community [02.26.18]
Most would agree that you don't add networked multiplayer to an existing game, but I did it anyway because I hate myself. Somehow it turned out great, proving none of us know anything.
Programming, Design

Designing side quests? Study these 7 games (and some Chris Avellone pointers) 2
by Richard Moss [02.26.18]
Side quests can make or break your game. Here, devs suggest some games that do side quests notably well, and Chris Avellone offers guidelines on how to design a great side quest.
Console/PC, Indie, Design

Video Game Deep Cuts: Rolling The DICE For An Oregon Trail Switch  
by Gamasutra Staff [02.25.18]
This week's longform highlights include Phil Spencer's speech at the DICE Summit, how the Switch is encouraging people to play games they wouldn't otherwise, & rare documents on The Oregon Trail's history.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

How '80s culture trickled down into the design of Crossing Souls  
by Bryant Francis [02.23.18]
Two of the developers behind Crossing Souls joined us to discuss how '80s American culture traveled across the Atlantic, into Spain, and affected their first milestone in game development.
Console/PC, Design, Video

Alt.Ctrl.GDC Showcase: Bot Party  
by Joel Couture [02.23.18]
Bot Party lets players make beautiful music together through touch and machines, having them make physical connections while holding cute robots to produce songs.
Indie, alt ctrl gdc

Don't Miss: Designing Hitman's time-restricted Elusive Targets system 6
by Staff [02.23.18]
"Playing an Elusive Target in a level you have fully mastered gives you the experience of being the apex predator. No matter what might be in store, you have the tools and experience to handle it."
Console/PC, Design

Get a job: Game Closure is looking for a System Software Engineer  
by Staff [02.23.18]
Game Closure is on the hunt for System Software Engineers to help it build the social games that guide the development of its mobile game engine.
Smartphone/Tablet, Programming, Recruitment

Google opens up ARCore access as SDK exits preview  
by Alissa McAloon [02.23.18]
Google has launched version 1.0 of its augmented reality SDK, pushing the tool out of preview and allowing devs to create and publish AR apps to the Play Store.
VR, Smartphone/Tablet

Road to the IGF: Subset Games' Into the Breach 1
by Joel Couture [02.23.18]
Into the Breach is a game of tactical mech combat, one where the enemies telegraph their moves, turning each match into a kind of puzzle that needs to be studied and completed.
Indie, Video, IGF

Blog: Cultist Simulator pre-sales - Why, what, and how much? 1
by Gamasutra Community [02.23.18]
Why we went with an paid beta instead of Steam Early Access, and what #4 on actually means.

Riot reveals the odds and rules that power League of Legends loot boxes  
by Alissa McAloon [02.23.18]
Riot Games has published an interesting breakdown of how in-game items drop from the loot box-styled 'hextech chests' it recently added to its long-running free-to-play MOBA League of Legends.
Console/PC, Social/Online, Business/Marketing

Learn to better understand your players' social values at GDC 2018  
by Staff [02.23.18]
Come to GDC 2018 to see Riot Games' Tash Elliott and Jeffrey Burrell share how the League of Legends dev has researched and acted upon the social values their players have across the world.
Social/Online, Serious, Business/Marketing, GDC

Blog: VR game design in Recreational Dreaming  
by Gamasutra Community [02.23.18]
An exploration of VR design tips, tricks, and principles by the designer of Recreational Dreaming, a "sleepwalking simulator" for the HTC Vive.
VR, Design

Blog: How I started programming - Part 1  
by Gamasutra Community [02.23.18]
Part one of the Trent Polack origin story: a rambling tale that'll hopefully offer some help to those looking to get started in games.