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July 17, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
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Blog: How to create homing missiles in-game with Unity 2
by Gamasutra Community [07.04.18]
The main objective of this post is to give a brief introduction to Homing Missiles in Game (2D). A script for Homing missile is also included and explained in the article.
Programming, Design

Designing and building a robust, comprehensive achievement system 4
by Gamasutra Community [07.04.18]
Developer Josh Ge walks through coding achievements for Cogmind: why and how they were chosen, the creation of 256 icons, and the implementation -- including related UI features and Steam integration.
Indie, Design

Google reveals how DeepMind AI learned to play Quake III Arena like a pro  
by Alex Wawro [07.03.18]
A team of Google DeepMind researchers have trained AI agents to 'act independently, yet learn to interact and cooperate with other agents' by letting them play CTF in (what else?) Quake III Arena.
Social/Online, Programming, Video

Video: How looking at sales data can help devs understand Steam  
by Staff [07.03.18]
In this 2018 GDC session, No More Robots' Mike Rose helps developers get realistic about how well PC games are truly selling by using deep sales data and an understanding of the Steam Marketplace.

Dying Light 2's Chris Avellone compares dev work to tabletop games  
by Emma Kidwell [07.03.18]
Game designer Chris Avellone compares how working in video games is similar to being a gamemaster for a tabletop game.
Console/PC, Design

Don't Miss: Shenmue director Yu Suzuki shares his unique approach to game design  
by Staff [07.03.18]
In this classic video, Shenmue director and designer Yu Suzuki appears onstage at GDC 2000 to talk frankly (with the help of an interpreter) about his unique approach to game design.

15 indie games highlighted in Smithsonian SAAM Arcade event  
by Alissa McAloon [07.03.18]
Each featured game either transforms real-world spaces in which they are played, inspires a strong community or social space, or makes interesting use of board or level design. 

Bethesda implies Sony is preventing cross-play in Fallout 76 1
by Emma Kidwell [07.03.18]
Bethesda Game Studios' Todd Howard suggests there is no cross-play in Fallout 76 due to resistance from Sony.
Console/PC, Production, Business/Marketing

Get a job: Skydance Interactive is hiring an AI Gameplay Engineer  
by Staff [07.03.18]
Skydance Interactive is looking for an AI Gameplay Engineer to maintain and extend major game subsystems, create and optimizing gameplay elements, and more as a member of its team in Marina Del Rey.
Programming, Recruitment

Failbetter Games spearheads ‘Love Indies Week' for elevating devs and communities  
by Alissa McAloon [07.03.18]
Failbetter Games has put together an event that aims to celebrate indie games and the communities that support them, all while highlighting how reviews can help indie devs.
Social/Online, Indie

After initial refusal, We Happy Few granted R 18+ rating in Australia 2
by Alissa McAloon [07.03.18]
We Happy Few was denied classification by Australia’s Classification Board back in May, but the organization’s Review Board has now reconsidered that ruling and instead allowed the game an R 18+ rating. 
Console/PC, Business/Marketing

Blog: Shaping narrative through level design in Dead Body Falls  
by Gamasutra Community [07.03.18]
Dead Body Falls takes place in a fictional hotel, with a disturbing and lonely setting designed to unnerve players. But how did we shape our narrative through level design to achieve that goal?

Come to XRDC for expert advice on launching cross-platform AR games!  
by Staff [07.03.18]
At XRDC in October, 8th Wall's Iman Mostafavi will share lessons learned about bringing an augmented reality game to market on multiple mobile platforms.
VR, Design, Business/Marketing

Reggie Fils-Aime: 'Vibrant' 3DS remains a key part of Nintendo armory  
by Chris Kerr [07.03.18]
"It continues to be a vibrant system. The reasons are, for the target audience we are going after, we see this as a great first device for that five, six, seven, and eight-year-olds."
Console/PC, Business/Marketing

Blog: Why you need to start marketing your game early 4
by Gamasutra Community [07.03.18]
Do you think it's too early start marketing your game? Contrary to popular belief, it's never too early. Here's some misconceptions about game marketing and why you need an early start.

UK publisher Rising Star Games acquired by Thunderful  
by Chris Kerr [07.03.18]
UK publisher Rising Star Games has been acquired by Thunderful, the parent company behind Swedish game studios Image & Form and Zoink. 
Production, Business/Marketing

Blog: How grinding can undermine your game design 6
by Gamasutra Community [07.03.18]
Today's post returns to the concept of grinding in video games, and how it might end up hurting your project in the long run.

Hollow Knight has sold over 250,000 copies on Switch 4
by Chris Kerr [07.03.18]
Nintendo of America boss Reggie Fils-Amie had previously indicated the title was performing "exceptionally well."
Console/PC, Business/Marketing

Blog: Using achievement stats to estimate sales on Steam 9
by Gamasutra Community [07.03.18]
Longtime game dev Tyler Glaiel showcases how he reverse-engineered and improved a new method (from of estimating sales data for games on Steam based on achievement stats.
Console/PC, Business/Marketing

Vlambeer's Ismail sees promise in the hybrid of triple-A and indie dev 4
by Alex Wawro [07.02.18]
"I’m excited about the hybrid," Ismail told GamesBeat. "About seeing indie studios tackle that [$5M-$10M] gap in the industry...not quite big enough to be triple-A and not small enough to be indie."
Indie, Business/Marketing