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July 15, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Blog: Three tips for starting a new Unity project 5
by Gamasutra Community [06.13.18]
Today I took some time to write down the top three pieces of advice that I would share with any game developer starting a new project in Unity.
Production

EA's Patrick Soderlund talks Anthem, loot boxes, and women in Battlefield  
by Kris Graft [06.13.18]
Electronic Arts' Patrick Söderlund explains the broad creative strategies at EA, giving us a rare birds-eye view of the motivations that drive EA as a game publisher.
Console/PC, Indie, Business/Marketing, E3

Noclip shares a look inside the making of multiplayer Fallout 76  
by Alex Wawro [06.12.18]
"[Fallout] 76 is the multiplayer design from Fallout 4," Bethesda's Todd Howard explains in a new Noclip minidocumentary about the game's development and production.
Console/PC, Production, Video

Skyrim mod rebooted as a full-fledged Unreal Engine 4 game  
by Alex Wawro [06.12.18]
The Forgotten City seems to share much in common with the Skyrim mod of the same name thematically, but features new environments, characters, 'original lore' and, of course, a new engine. 
Console/PC, Production, E3

By 2019, Steam will no longer run on Windows XP or Vista  
by Alex Wawro [06.12.18]
After January 1st, Steam will no longer run on XP or Vista, and so anyone who owns your games through Steam and runs either OS will have to upgrade.
Console/PC, Business/Marketing

Video: Building the coop-friendly levels of Dead Space 3  
by Staff [06.12.18]
At GDC 2013, (now former) Visceral Games dev Seth Marinello explains how the team built Dead Space 3's levels and encounters to work for both one and two players in drop-in/drop-out cooperative play.
Console/PC, Design, Video, Vault

Get a job: Sucker Punch is hiring an Outsource Artist for Ghost of Tsushima  
by Staff [06.12.18]
Sucker Punch is looking for a driven, self-directed Outsource Artist to use their artistic eye and technical skills to help create the world of Ghost of Tsushima for PlayStation 4.
Console/PC, Art, Recruitment

InnoGames to shut down Dusseldorf studio, move staff to Hamburg HQ  
by Alissa McAloon [06.12.18]
The German game developer InnoGames has announced plans to shut down its studio in Dusseldorf, roughly four years after setting up shop in the city.
Smartphone/Tablet, Business/Marketing

Valve unveils new, Discord-like chat features for Steam  
by Alissa McAloon [06.12.18]
Valve has revealed an all new look and feel for its community-focused features that bring its game platform a bit more inline with game-centric communication tools like Discord.
Console/PC, Social/Online, E3

Fortnite uses the Switch hardware for voice chat, not the Switch mobile app  
by Alissa McAloon [06.12.18]
The Nintendo Treehouse team offered a look at the Fortnite Switch following the game’s announcement and revealed that, unlike Splatoon 2, Fortnite will use the Switch’s own hardware for voice chat.
Console/PC, Social/Online, E3

Don't Miss: How Nintendo designed the inviting mini-world of Animal Crossing 4
by Staff [06.12.18]
In this classic 2013 interview, Gamasutra sits down with Nintendo producer Katsuya Eguchi -- also the producer of the Wii Sports series -- to ask him some questions about the design of Animal Crossing.
Console/PC, Design

Super Mario Party introduces a mode that links two Switch displays together  
by Alissa McAloon [06.12.18]
Nintendo announced Super Mario Party for the Switch earlier today and quietly showcased a small new feature for the console at the same time.
Console/PC, Video, E3

Fortnite comes to Switch, though with slightly limited cross-platform play 1
by Alissa McAloon [06.12.18]
Fortnite has been announced and simultaneously launched on the Nintendo Switch and, like most versions of the game, will feature cross-platform play with everything but the PlayStation 4.
Console/PC, Social/Online, E3

Blog: Game design beyond screens and joysticks - Part 3  
by Gamasutra Community [06.12.18]
Tatiana Vilela dos Santos is an indie designer and digital artist making games with special interfaces, and she wants to talk about game design beyond the world of screens and joysticks.
Design

Follow Gamasutra's E3 2018 coverage right here!  
by Staff [06.12.18]
Follow Gamasutra's industry- and developer-centric E3 2018 coverage on our dedicated event page!

Blog: A mini-retrospective on Cultist Simulator 2
by Gamasutra Community [06.12.18]
This post looks at what happened when we launched Cultist Simulator, and why we think it happened.
Design, Production

LawBreakers shutting down in September following Boss Key closure  
by Chris Kerr [06.12.18]
The news comes shortly after Boss Key founder Cliff Bleszinski announced the studio would be closing its doors.
Console/PC, Business/Marketing

Killing Floor developer Tripwire launches new publishing division  
by Chris Kerr [06.12.18]
The studio claims its publishing model will be "truly collaborative," and will encompass multiple genres across a variety of platforms. 
Production, Business/Marketing, E3

Blog: Creating a type-safe object pool for Unity 4
by Gamasutra Community [06.12.18]
In this article I discuss object pooling and generics, and present a simple type-safe object pool for Unity.
Programming, Design

The sales & design thinking that gave SpyParty a strong launch  
by Bryant Francis [06.12.18]
We chatted with Chris Hecker, lead developer on SpyParty to explore what other developers can learn from the game's launch on Steam Early Access.
Console/PC, Design, Business/Marketing