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January 18, 2018
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Get a job: Wargaming is hiring a UI Engineer  
by Staff [01.16.18]
Wargaming is looking for a UI Engineer with 2 or more years of experience to join its team at Wargaming Chicago-Baltimore.
Programming, Recruitment

How collaboration brought Horizon Zero Dawn's writing to life  
by Alissa McAloon [01.16.18]
“It's just one of these examples of how wrong I can be and, really, the importance of collaboration across the disciplines," John Gonzalez recalls one difficult decision from development.
Console/PC, Design, Video

Don't Miss: Taking cues from Shadow of the Colossus to design good companions 1
by Gamasutra Community [01.16.18]
"Compared to some other support characters, Shadow of the Colossus' Agro’s list of gameplay uses is pretty limited but they are perfect for the overall design of the game. There’s nothing unnecessary about him."
Console/PC, Design

Analyst: Mobile game sessions decreased by 16% in 2017 1
by Alissa McAloon [01.16.18]
As overall smartphone use approaches a plateau, the analytical firm Flurry says that mobile game sessions have once again decreased.
Smartphone/Tablet, Business/Marketing

Blog: Server syncing solutions and data-driven balancing  
by Gamasuta Community [01.16.18]
Let's talk about the solutions we built for the continuous server syncing of Blood Runs Cold's player data, and the data-driven balancing toolset that let us juggle 400+ ScriptableObjects.
Programming, Design

Steam competitor Robot Cache hopes to woo devs by slashing platform fees 4
by Chris Kerr [01.16.18]
The company is hoping to entice game makers by using blockchain technology to reduce fees and offer a bigger cut of sales. 
Console/PC, Business/Marketing

Don't skip the smorgasbord of great talks at GDC 2018's Indie Games Summit!  
by Staff [01.16.18]
It's 2 months 'til GDC 2018, so organizers want to highlight some great Indie Games Summit talks on everything from portraying death in games to what's involved with porting your game.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: A production analysis of I Am Overburdened, with numbers! 2
by Gamasutra Community [01.16.18]
It has been a little over two months since I released I Am Overburdened, my silly indie roguelike. Here's an in-depth analysis how the overall production and final numbers turned out.
Production, Business/Marketing

Lego bringing online games to China with help from Tencent  
by Chris Kerr [01.16.18]
Lego and Tencent are joining forces to create online games and experiences aimed at children in China. 
Production, Business/Marketing

Former Motorstorm and DriveClub devs open new indie studio, Wushu  
by Chris Kerr [01.16.18]
A group of former Evolution Studios developers have banded together to form new indie outfit, Wushu Studios. 
Console/PC, Business/Marketing

Blog: A vivisection of Plague Inc: The Board Game - Part 2  
by Gamasutra Community [01.16.18]
I'm the creator of Plague Inc. and this is part two of a blog series detailing the lessons I learned when creating Plague Inc: The Board Game.
Design

Adding depth to 2D with hand-drawn normal maps in The Siege and the Sandfox 4
by Jay Allen [01.16.18]
Gamasutra speaks with Cardboard Sword artist Keith Duke-Cox about hand-drawing normal maps to add a sense of visual depth to their 2D platformer, The Siege and the Sandfox.
Indie, Art

Blog: Why your defect count is defunct 4
by Gamasutra Community [01.15.18]
How do you go about measuring the performance of your QA team? You don't. Here's why you should stop monitoring your teams bug quota and using it as metric to justify their output.
Programming, Production

Quantic Dream on defense amid allegations of toxic work environment 2
by Chris Kerr [01.15.18]
Three French publications have leveled serious misconduct and harassment allegations against Heavy Rain developer Quantic Dream, whose founders have denied accusations.
Business/Marketing

Games Done Quick raises $2.26M for the Prevent Cancer Foundation  
by Chris Kerr [01.15.18]
Charity speedrunning outfit Games Done Quick has raised a record-breaking $2.26 million from its debut 2018 event. 
Business/Marketing

Ubisoft partners with Tencent to bring Ketchapp titles to China  
by Chris Kerr [01.15.18]
"Weixin Mini-Game offers Chinese players instant access to a wide range of fun and challenging games. We have witnessed the massive success of Jump Jump and we are delighted by this collaboration."
Smartphone/Tablet, Business/Marketing

Blog: Combating 'hoarder syndrome' in your game 19
by Gamasutra Community [01.15.18]
Today's post looks at hoarder syndrome in video games to understand how certain designs create it, and the best ways to combat it.
Design

Game Design Deep Dive: Creating the 'spherical narrative' in The Invisible Hours 3
by Rob Yescombe [01.15.18]
"VR feels like a mansion full of unopened doors. And behind one of those doors is an undiscovered language of storytelling; an entirely new narrative structure specific to VR."
VR, Console/PC, Indie, Design, Production, Deep Dive

Video Game Deep Cuts: Getting Over Desert Golf's Loot Boxes  
by Gamasutra Staff [01.14.18]
The latest Video Game Deep Cuts looks at how Bennett Foddy Got Over It, the crazy new(ish) ending for Desert Golf, and some (slightly) nicer loot box implementations.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Redefining music in The Witcher 3: Wild Hunt  
by Emma Kidwell [01.12.18]
In this GDC 2016 session, The Witcher 3: Wild Hunt composers Marcin Przybylowicz and Mikolai Stroinski discuss the soundtrack's influence on narration and how Slavic folklore influenced musical direction.
Audio, Video