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April 22, 2018
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'We had to scramble': Devs reflect on the making of Divinity: Original Sin 2 1
by Alex Wawro [04.06.18]
"Original Sin 2 was the first time where we had sufficient resources to do everything well, and even then we had to scramble," studio founder Sven Vincke told PCGamer in a new postmortem feature.
Console/PC, Indie, Design

Nightdive shares source code for System Shock on Mac  
by Alex Wawro [04.06.18]
The folks at Nightdive Studios this week released the source code for the Mac version of Looking Glass Studios' 1994 classic System Shock.
Console/PC, Programming, History

Watch Gamasutra discuss Sea of Thieves (while raiding on the high seas)  
by Bryant Francis [04.06.18]
Join the Gamasutra editorial team as they're ambushed by (teenage) pirates while trying to discuss Sea of Thieves.
Console/PC, Design, Video

Video: Designing Splatoon & Splatoon 2 to be stylish and appealing  
by Staff [04.06.18]
At GDC 2018 Splatoon and Splatoon 2 producer Hisashi Nogami shares his experiences working with a design team whose goal was to create a game that was novel yet easy to grasp and riveting to play.
Console/PC, Art, Design, Video

Don't Miss: What can game designers learn from the original Legend of Zelda? 69
by Mike Stout [04.06.18]
In this classic feature, Mike Stout (Ratchet & Clank, Skylanders) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.
Console/PC, Design

Get a job: Visual Concepts is hiring a Sr. Tools Software Engineer  
by Staff [04.06.18]
Visual Concepts is looking for someone to develop next-generation tools and engines, with a focus on the interactive layer of the two as a member of its Agoura Hills-based team.
Programming, Recruitment

Razer sets up shop as a PC game retailer 1
by Alissa McAloon [04.06.18]
The noted hardware company has launched the Razer Game Store and is offering loyalty program rewards to players that buy digital games through its new storefront.
Console/PC, Business/Marketing

V&A Museum to highlight game design innovations in coming exhibit  
by Alissa McAloon [04.06.18]
The museum will be hosting an exhibit that seeks to explore recent evolutions in game design innovations and their growing impact on players and communities.
Indie, Design

Blog: What I learned working at Halo developer 343 Industries  
by Gamasutra Community [04.06.18]
A look back at my time working for Halo developer 343 Industries and some related growing pains.
Console/PC, Production

Join us for a stream of Sea of Thieves at 3PM EDT!  
by Bryant Francis [04.06.18]
The Gamasutra editorial team is boarding a galleon and setting sail today with Sea of Thieves at 3PM EDT.
Console/PC, Design, Video

Ubisoft opens Winnipeg studio to develop world building tech 1
by Chris Kerr [04.06.18]
Ubisoft has cut the ribbon on a new studio in Winnipeg, Canada, that will focus on developing tools and technologies for creating immersive game worlds.
Programming, Production

Blog: Here's an easy way to improve lerp smoothing 10
by Gamasutra Community [04.06.18]
Using value = lerp(value, target, speed) to smoothly animate a value is a common pattern. A trivial change can make it frame rate independent and easier to tune.
Programming, Design, Production

The ESA has joined the fight to save net neutrality 6
by Chris Kerr [04.06.18]
"The ESA supports enforceable open internet protections that have helped fuel dynamic growth, competition, and innovation in the video game industry."
Business/Marketing

Fortnite mobile revenue tops $15M after less than a month  
by Chris Kerr [04.06.18]
The iOS version of Fortnite has earned more than $15 million in global revenue since launching less than a month ago, and has been outshining some of the biggest earners on the U.S. App Store.
Smartphone/Tablet, Business/Marketing

Blog: How to efficiently create mobile games 2
by Gamasutra Community [04.06.18]
I'm sometimes asked how I develop games so fast with high quality. Usually I shrug and give an 'I don't know' answer because it's half the truth, but I thought it was time to give a proper answer.
Smartphone/Tablet, Production

Reel Talk: A taxonomy of fishing mini-games 11
by Gamasutra Community [04.06.18]
"Fishing is probably the most common mini-game in gaming history," writes game dev Davide Aversa. "How can we classify them? Can we create something new?"
Console/PC, Smartphone/Tablet, Indie, Design

How Square struggled to fit Mario into an RPG for Super Mario RPG 1
by Alex Wawro [04.05.18]
"We didn’t want to make a 'normal' RPG that simply substituted in Mario characters, like some cheap Final Fantasy sprite-swap," said director Chihiro Fujioka in newly-translated interviews from 1995.
Console/PC, Design

Public UK wage database showcases game industry's gender pay gap 8
by Alex Wawro [04.05.18]
Most notably, the newly-filled database shows that in 2017 the average pay of women working at Rockstar North was 64 percent lower (!) than the average pay of men at the company.
Serious, Business/Marketing

PUBG Corp takes NetEase to court over alleged mobile PUBG copycats  
by Alex Wawro [04.05.18]
The people behind PlayerUnknown's Battlegrounds allege that NetEase's mobile games Knives Out and Rules of Survival contain "similar visual and audio elements" to PUBG.
Console/PC, Social/Online, Smartphone/Tablet

Video: Nuke Possum Springs - A Night in the Woods postmortem  
by Staff [04.05.18]
In this 2018 GDC talk, Night in the Woods co-creator Scott Benson presents a discussion of the ups, downs, design philosophies, and decisions that went into making the award-winning game.
Indie, Design, Production, Video