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January 16, 2018
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Citing volatile value, Steam drops Bitcoin support 2
by Alissa McAloon [12.06.17]
Valve has announced that Steam will no longer accept Bitcoin as a form of payment, saying that associated fees and volatility in value make the currency more trouble than it's worth.
Console/PC, Business/Marketing

Former Microsoft marketing veteran Kevin Unangst joins Stardock  
by Chris Kerr [12.06.17]
Microsoft veteran Kevin Unangst has been appointed vice president of Star Control developer Stardock. 
Console/PC, Business/Marketing

Chat with the developers of Seven: The Days Long Gone at 3PM EST  
by Bryant Francis [12.06.17]
We're going live with some ex-Witcher developers who've turned out an interesting new stealth game called Seven: The Days Long Gone at 3PM EST.
Console/PC, Design, Video

GDC Speaker Q&A: Building the data pipeline for Ubisoft's Far Cry 5  
by Emma Kidwell [12.06.17]
Remi Quenin is a game engine architect at Ubisoft Montreal and will be at GDC 2018 to present The Asset Build System of FarCry 5 will discuss the architecture of Ubisoft Montreal’s data pipeline.
Console/PC, Production, GDC

Low-income free GDC pass program returns for GDC 2018!  
by Staff [12.06.17]
Game Developers Conference organizers have once again donated a number of complimentary GDC 2018 passes that will be given away (via lottery) as part of a special low-income GDC pass program.
Serious, Business/Marketing, GDC

Blog: Analyzing Game Dev Tycoon's first day on the App Store 1
by Gamasutra Community [12.06.17]
This is a day one report on the release of Game Dev Tycoon on iOS. It includes sales numbers, observed piracy rates, reactions from press and players, and an overview of what issues we faced.

Creative Assembly opens up about Total War: Warhammer dev issues  
by Chris Kerr [12.06.17]
Creative Assembly has posted a commendably frank blog post that digs into the rocky development of the Mortal Empires add-on for Total War: Warhammer
Console/PC, Programming, Production

Blog: Here's the annotated source code for The Statue Got Me High  
by Gamasutra Community [12.06.17]
Here's the Inform 7 source text to my 2012 game The Statue Got Me High, based on the They Might Be Giants song of the same name.
Programming, Design

Nordisk Film grabs minority stake in Heroes & Generals dev for $5M  
by Chris Kerr [12.06.17]
Entertainment outfit Nordisk Film has acquired a minority stake in Heroes & Generals developer Reto Moto for $5 million.

Postmortem: Mimimi's Shadow Tactics: Blades of the Shogun 7
by Dominik Abé & Johannes Roth [12.06.17]
The team at Mimimi Productions share the lessons they learned while making Shadow Tactics: Blades of the Shogun, the real-time tactical stealth game they first released a year ago today.
Console/PC, Indie, Art, Design, Production, Business/Marketing, Video

To promote Okami, Capcom tries an uncommon path: Dota 2 1
by Emma Kidwell [12.05.17]
Coinciding with the upcoming re-release of Okami, Capcom and Clover Studio submit an Amaterasu courier to Dota 2's Steam Workshop for a chance to make an appearance in the MOBA.
Console/PC, Business/Marketing

Video: Reliving the horror: Taking Resident Evil 7 forward by looking back  
by Emma Kidwell [12.05.17]
Capcom's Koshi Nakanishi and Peter Fabiano speak at GDC 2017 to discuss the new direction and development cycle of Resident Evil 7: Biohazard.
Console/PC, Design, Production, Video, Vault

Don't let your game's 'brand' limit your creativity, argues Far Cry 5 dev 4
by Alissa McAloon [12.05.17]
As he wraps up work on his fifth Far Cry game, Dan Hay says one of the most important lessons he's learned is not to let previous games interfere with the creative process.

Weekly Jobs Roundup: Supergiant, Sucker Punch, and more are hiring now  
by Staff [12.05.17]
This week's roundup of game development job openings includes companies looking to hire engineers, designers, producers, and programmers.
Programming, Design, Production, Recruitment

Best of 2017: Design lessons learned from a decade at Nintendo's EAD 2
by Staff [12.05.17]
Motoi Okamoto was a member of Shigeru Miyamoto's Entertainment Analysis and Development department for a decade. He recounts the making of many of Nintendo's best-loved (and biggest-selling) titles.
Console/PC, Design, Production, Business/Marketing, History

On Twitch, Fortnite is picking up momentum (and gaining on Battlegrounds) 1
by Alissa McAloon [12.05.17]
According to data gathered by Gamoloco, Fortnite: Battle Royale is starting to close the gap between it and PlayerUnknown's Battlegrounds in terms of hours watched on Twitch.
Console/PC, Social/Online

Blog: Narrative gaps in systems-driven games  
by Gamasutra Community [12.05.17]
Let's talk about what narrative gaps look like in a systems-driven game, how they can benefit your game, and the risks inherent to them.

At GDC 2018, learn to bridge community divides in cross-platform MMO games  
by Staff [12.05.17]
Come to GDC 2018 to see veteran community managers of cross-platform MMOs discussing universal unwritten rules of community engagement, nuances based on platform, and how to avoid potential pitfalls.
Social/Online, Design, GDC

Blog: Balancing hitpoints with many variables  
by Gamasutra Community [12.05.17]
How do you do boss hitpoint balancing in a game where you have a high number of variables? Well, let's find out.
Programming, Design

Netflix creating 'choose your own adventure' show for adults  
by Chris Kerr [12.05.17]
Netflix is producing a choose-your-own-adventure streaming show for adults after finding success with a similar series aimed at kids.