Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 21, 2018
arrowPress Releases






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


With 2 million units sold, Shovel Knight generated the most income from Switch sales  
by Emma Kidwell [04.11.18]
The Nintendo Switch became Shovel Knight's third best selling platform, selling 370,000 units in just a year and generating the most revenue.
Console/PC, Indie, Business/Marketing

Weekly Jobs Roundup: Bad Robot, Pocket Gems, and more are hiring now!  
by Staff [04.11.18]
From calls for programmers and designers in Ontario to openings for creative directors in California, here are just some of the job listings that hit Gamasutra's job board this past week.
Programming, Art, Design, Production, Recruitment

Making life better for QA, according to Failbetter's QA lead 1
by Bryant Francis [04.11.18]
Failbetter QA tester Lesleyann White shares some thoughts about making life better for your QA testers while we check out Sunless Skies.
Console/PC, Production, Video

SSX 3, Morrowind, and more headed to Xbox One backward compatibility  
by Alissa McAloon [04.11.18]
Microsoft has named the second batch of classic Xbox games headed to Xbox One via backward compatibility.
Console/PC

Don't Miss: Ken Rolston's development secrets of The Elder Scrolls IV: Oblivion 4
by Staff [04.11.18]
"The virtue of having been a paper and pencil role-playing game designer meant that I [...] had to, out of nothing, create a world, make it coherent, and publish it immediately."
Console/PC, Design

For the first time, third-party devs have released games for Tencent's WeChat platform  
by Alissa McAloon [04.11.18]
Tencent has opened the mini-game platform housed within its WeChat chat app up to external developers, allowing a select group third-party devs to release games on the app for the first time.
Smartphone/Tablet

Creating fluid combat animations for the new God of War  
by Chris Kerr [04.11.18]
Veteran animator Kristjan Zadziuk explores how Sony Santa Monica created Kratos' fluid combat animations in the upcoming God of War game.
Production, Video

Peer into the development of Failbetter's Sunless Skies at 1PM EDT  
by Bryant Francis [04.11.18]
We're checking in with Failbetter on the state of Sunless Skies today at 1PM EDT!
Console/PC, Programming, Production, Video

Blog: Early Access without Steam? Let's break down the numbers 10
by Gamasutra Community [04.11.18]
A look at six months of early access sales on itch.io for Nowhere Prophet. All the numbers and graphs you could want.
Production, Business/Marketing

Unity opening Centre of Innovation to help game devs in Malaysia  
by Chris Kerr [04.11.18]
Unity is joining forces with Malaysia’s Digital Economy Corporation (MDEC) to open the first ever Southeast Asian Centre of Innovation. 
Production, Business/Marketing

Steam privacy tweaks spell the end for services like Steam Spy 11
by Chris Kerr [04.11.18]
As questions about online privacy and data protection dominate the headlines, Valve has made some notable changes to the privacy policy of its popular Steam digital game marketplace.
Console/PC, Business/Marketing

How game writers craft meaningful romances in games 1
by Gamasutra Community [04.11.18]
A roundtable interview on writing romance, featuring Samantha Wallschlaeger (Guild Wars 2, ME: Andromeda), Ben Gelinas (Dragon Age, Mass Effect), Ed Sibley (Love Island) & Jared Rosen (Dream Daddy).
Console/PC, Indie, Design

Blog: Working as a collaborator on indie sensation, Cuphead  
by Gamasutra Community [04.11.18]
This postmortem is about the contribution we, at iLLOGIKA studios, gave to the highly-anticipated indie title, Cuphead from Studio MDHR.
Design, Production

'It should seep in by osmosis': Devs discuss what makes great flavor text  
by Alex Wawro [04.10.18]
"It should seep in by osmosis, minimize the amount you take the player away from the gameplay," says game designer Brian Reynolds in a PCGamer feature about how devs write good flavor text in games.
Console/PC, Indie, Design

Take a gander at how the very first arcade video games were advertised 2
by Alex Wawro [04.10.18]
A new post from the Video Game History Foundations offers an interesting look at how coin-op video games were advertised nearly 50 years ago, when most people had no idea what a video game was.
Console/PC, Business/Marketing, History

Video: How good game design is like a magic trick  
by Staff [04.10.18]
At GDC 2018 game designer Jennifer Scheurle showcases some of her favorite examples of the ways games "trick" players, cherry-picking from the tricks and secrets she got from fellow devs.
Console/PC, Indie, Design, Video, Vault

Don't Miss: 3 game design lessons learned from RPG legend Ken Rolston 13
by Alan Horn [04.10.18]
In this timeless feature on RPG design, game dev Alex Horn shares some critical lessons learned while he was working with Ken Rolston, of Morrowind and Oblivion fame.
Console/PC, Design

Get a job: Schell Games is looking for a Sr. Audio Developer  
by Staff [04.10.18]
Pittsburgh-based Schell Games is looking for a Sr. Audio Developer/Audio Manager familiar with audio design, SFX, VO recording and cleanup, and musical composition.
Audio, Recruitment

Ninja Theory pledges charity donation based on Hellblade Xbox One sales 3
by Alissa McAloon [04.10.18]
Ninja Theory says that it will donate $25,000 or $50,000 depending on how well the game sells during its first week on Xbox One.
Console/PC

Tomb Raider devs recall the technical and creative hurdles that followed the series  
by Alissa McAloon [04.10.18]
A recently published interview offers a look at how the dev team overcame technical limitations of the time and how creative fatigue manifested in-game as time went on.
Console/PC, History