Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 23, 2018
arrowPress Releases






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


Get a job: Infinity Ward is hiring Game Code Engineers  
by Staff [01.08.18]
Infinity Ward is looking for two Engineers with strong C++ And math skills to join its Game Code Engineering team.
Programming, Recruitment

Star Citizen devs file motion to dismiss Crytek lawsuit 1
by Alissa McAloon [01.08.18]
The developers of Star Citizen have filed a motion to dismiss Crytek’s original suit, claiming the breach of contract allegations “sacrifices legal sufficiency for loud publicity.”
Serious, Business/Marketing

Don't Miss: 6 ways to make your game more appealing to speedrunners 1
by Staff [01.08.18]
As AGDQ kicks off its yearly charity speedrunning marathon, take a look at these tips from the Spelunky, Shovel Knight, Crypt of the Necrodancer, and Axiom Verge devs on making speedrunable games.
Programming, Design, Production, Business/Marketing

Glu Mobile sells Moscow dev studio and game rights for $4.5M 2
by Alissa McAloon [01.08.18]
Saber Interactive has picked up the Moscow-based game development studio while my.com also nabbed rights to four of the studio’s games during the sale.
Smartphone/Tablet, Business/Marketing

Blog: Free player movement and static worlds 8
by Gamasutra Community [01.08.18]
A game can either have an open world where players move freely, or a world that changes as the plot advances. If it has both, players might miss out on a chunk of content. Here's how to avoid that.
Design

At GDC 2018 get expert advice on making successful games with licensed IP  
by Staff [01.08.18]
At GDC 2018 N3twork's Eric Seufert aims to give you a framework for assessing an IP license for a mobile F2P game in terms of its user acquisition value, using examples from his own experience.
Smartphone/Tablet, Design, Business/Marketing, GDC

Blog: Minimizing server cost and latency with peer-peer networking 2
by Gamasutra Community [01.08.18]
I discuss the peer-peer networking infrastructure which I have developed in an online-multiplayer game, in order to minimize both server cost and network latency.
Business/Marketing

IGDA Survey: Game companies must do more to foster diversity 5
by Chris Kerr [01.08.18]
A new report from the IDGA shows that when it comes to making the games industry a more diverse space, there's still plenty of work to do. 
Business/Marketing

Nintendo Switch surpasses Wii U lifetime sales in Japan  
by Chris Kerr [01.08.18]
The Nintendo Switch has surpassed the Wii U's lifetime sales total in Japan, despite only having being on shelves for 10 months.
Console/PC, Business/Marketing

Blog: The winning formula behind playable ads 1
by Gamasutra Community [01.08.18]
Playable ads create an entirely new ad experience built around the player -- an ad that doesn’t feel like an ad and is actually welcomed by users.
Design

Rebellion has purchased troubled SkySaga developer Radiant Worlds  
by Chris Kerr [01.08.18]
The UK outfit will be rebranded as Rebellion Warwick, and will join Rebellion Liverpool as a sister studio to the company's Oxford headquarters. 
Production, Business/Marketing

How do you do 'loot boxes' right? F2P MMO game devs weigh in 8
by Alan Bradley [01.08.18]
As much as recent high-profile stumbles have been monopolizing coverage, tons of smaller devs have been doing loot boxes for a while now; here, they speak to Gamasutra about what they've learned.
Console/PC, Social/Online, Business/Marketing

Video Game Deep Cuts: A Warframe In The Arizona Sunshine  
by Gamasutra Staff [01.07.18]
This week's longform article/video highlights include why Warframe is a (somewhat more) ethical approach to free-to-play, bringing Arizona Sunshine to PlayStation VR, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: How Sunless Sea devs found success through open production  
by Emma Kidwell [01.05.18]
In this GDC 2016 session, former Failbetter Games staffer Alexis Kennedy goes over how the company used open publishing techniques to steer themselves away from bankruptcy and toward being financially stable with their game, Sunless Sea
Indie, Production, Video

Harvey Smith on growing as a developer from Deus Ex to Dishonored  
by Emma Kidwell [01.05.18]
In a Noclip Sessions interview, director at Arkane Austin Harvey Smith sat down to discuss game design, world building, and the growth he experienced as a developer over the years. 
Design

Don't Miss: How One Night Stand creates intimacy with a character 12
by Emma Kidwell [01.05.18]
Creator of One Night Stand Lucy Blundell discussed how she created intimacy between player and character through unique visuals, investigative gameplay, and featuring a personal environment.
Indie, Design

Get a job: Naughty Dog is hiring a Level/Environment Designer  
by Staff [01.05.18]
Naughty Dog is looking for a passionate multiplayer designer to join its team and be a primary contributor to the design of its next multiplayer game in Santa Monica.
Social/Online, Design, Recruitment

Composers and devs discuss how video game music plays into larger experiences  
by Alissa McAloon [01.05.18]
"[Musical scores are] the one part of the game where one vision can come to fruition without too many other things breaking it," explains Night School co-founder Sean Krankel.
Indie, Audio

Humble-hosted Jingle Jam raises $5.2 million for charity  
by Alissa McAloon [01.05.18]
Game developers pitched in to donate titles to the 60 plus game bundle, allowing the total proceeds to be distributed to charity.
Console/PC, Indie, Business/Marketing

How devs design the Lego games to appeal to all ages 3
by Jack Yarwood [01.05.18]
TT Games head of design Arthur Parsons opens up about how the studio designs and focus-tests its popular Lego games so that they're enjoyable (and accessible) for all ages.
Console/PC, Design