Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
November 15, 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






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Skybound vague on future of Telltale partnership  
by Chris Kerr [10.10.18]
Skybound Interactive has offered some more (admittedly vague) details as to how its proposed deal with Telltale Games might shape up.
Console/PC, Business/Marketing

Sponsored Content
Feeding cloned cheeseburgers to a T-Rex is a joy in Magic Leap's 'Create'  
by John-Michael Bond [10.10.18]
Create is a Magic Leap app that might at first seem like a kids game, but quickly reveals itself to have a level of depth that will keep even adult players enraptured.
VR, Design, Video, Sponsored Article, Magic Leap

Blog: Building your debut game in one year 3
by Gamasutra Community [10.10.18]
In the latest excerpt from the Game Dev Unchained podcast, SomaSim founders Matt Viglione and Robert Zubek explain how they managed to create their first game in just one year.
Design, Production

How to choose what game to make next 13
by Gamasutra Community [10.10.18]
How do you choose which game to make next? These are three factors you should definitely consider.
Design, Production

Sponsored Content
Dr. Grordbort's Invaders may just be Magic Leap's killer app 3
by John-Michael Bond [10.10.18]
We had a chance to give the mixed reality shooter Dr. Grordbort’s Invaders a whirl at Magic Leap's L.E.A.P. Conference in LA on Tuesday -- and it was a delightful experience that didn't disappoint.
VR, Design, Video, Sponsored Article, Magic Leap

Sponsored Content
'The Navigator's' life-size mech shows off Magic Leap's otherworldly potential 4
by John-Michael Bond [10.09.18]
Meow Wolf's crew of artists and developers specialize in creating vivid AR scenarios, and The Navigator, on display at L.E.A.P. was a stunning example of how Magic Leap can be used to enhance these experiences.
VR, Art, Design, Video, Sponsored Article, Magic Leap

Video: How studios can set up accessibility-centric spaces  
by Staff [10.09.18]
In this GDC 2018 talk, Mixer's Tara Voelker and 343 Industries' Brannon Zahand discuss the value of a dedicated inclusive technologies space at Microsoft.
Serious, Production, Business/Marketing, Video

How a Fallout 3 trailer inspired the pitch for Fallout Shelter  
by Emma Kidwell [10.09.18]
In a video interview with Noclip, developers at Bethesda Game studios discuss the development process behind Fallout Shelter and how it was inspired by a trailer for Fallout 3.
Smartphone/Tablet, Design

XRDC speaker Q&A: Ginny Willis on how athletes are training in VR  
by Staff [10.09.18]
XRDC speaker Ginny Willis shares her thoughts on the power of VR training apps for companies like BMW and groups like the NFL.
VR, Design

Don't Miss: Composing the soundtrack for a Fallout wasteland 5
by Staff [10.09.18]
In this classic 2010 feature, Obsidian audio director Scott Lawlor talks about composing the soundtrack of Fallout: New Vegas by merging elements of the previous games' scores with a new aesthetic.
Console/PC, Audio

Get a job: Demiurge is hiring a Lead/Senior Game Designer  
by Staff [10.09.18]
Demiurge Studios is seeking a talented and experienced free-to-play game designer to collaborate with its internal design team during all stages of development as it launches new games.
Design, Recruitment

Google's AR stickers are now Playground, exclusive to the Pixel 3  
by Emma Kidwell [10.09.18]
Google has rebranded its AR stickers today, officially changing to Playground as announced during the Pixel 3 event held in New York City. 
VR, Smartphone/Tablet, Design

Tweaking the original Borderlands 2 to make a VR-friendly game 1
by Alissa McAloon [10.09.18]
In the words of Gearbox’s Brian Burleson, bringing Borderlands 2 to PlayStation VR required more than a matter of just "[cramming] Borderlands into a headset and [calling] it a day."
VR, Console/PC

How Early Access shaped the narrative structure of We Happy Few  
by Alan Bradley [10.09.18]
Compulsion Games' narrative director Alex Epstein explores how, with a little help from Early Access feedback, the systems and world of We Happy Few evolved around its narrative.
Indie, Design

Report: Microsoft is in talks to acquire Obsidian Entertainment 3
by Alissa McAloon [10.09.18]
According to sources speaking to Kotaku, Microsoft's acquisition of the Pillars of Eternity developer is essentially a done deal.
Console/PC

The Making of GDC 2019: How conference content comes together  
by Staff [10.09.18]
In this "Making of GDC" blog post, Game Developers Conference GM Katie Stern discusses how the submissions process works for all the talks you see at the show every year.
Console/PC, Indie, GDC

Epic is bringing a physical Fortnite bundle to store shelves for the holidays  
by Alissa McAloon [10.09.18]
Epic’s free-to-play battle royale game Fortnite is the centerpiece of the $30 bundle it and Warner Bros Interactive Entertainment plan to release both digitally and physically next month.
Console/PC, Social/Online

Blog: Why Aquamarine's design needed 17 months to evolve  
by Gamasutra Community [10.09.18]
Without my 17-month process of experimentation and change, I would have never found the right structure to build around Aquamarine's core ideas.
Design, Production

Blog: Creating the S.P.E.C.I.A.L. character system in Fallout 1
by Gamasutra Community [10.09.18]
Tim Cain, Brian Fargo, and other Interplay developers reveal the origins of Fallout's S.P.E.C.I.A.L. attribute system in an excerpt from "Beneath a Starless Sky."
Design

Come to XRDC for a data-driven look at what VR devs need to know  
by Staff [10.09.18]
If you love actionable data you want to see this XRDC talk, which highlights data-driven insights into VR design best practices and how design decisions directly affect playability and retention.
VR, Design