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May 26, 2018
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H1Z1 gains early F2P traction on PlayStation 4  
by Kris Graft [05.24.18]
Daybreak Games, the studio behind free-to-play battle royale game H1Z1, said the game hit 1.5 million players and 200,000 concurrent players just after its open beta launch on PlayStation 4.
Console/PC, Social/Online, Business/Marketing

Blog: Group pathfinding and movement in RTS games 3
by Gamasutra Community [05.24.18]
A practical approach to problems making group movement feel good and co-ordinated in an RTS style game.
Design

How the BattleTech devs built an engrossing tactics game on a budget  
by John Harris [05.24.18]
BattleTech game director Mike McCain and Harebrained manager Mitch Gitelman discuss the trade-offs and dev techniques that helped them ship a game that matched promises made on Kickstarter.
Console/PC, Production

Video: A practical guide to porting your indie game to consoles  
by Staff [05.23.18]
At GDC 2018 PlayEveryWare's Thomas O'Connor shines a light on the technical and administrative work that goes into getting a console game out the door.
Console/PC, Indie, Production, Video, Vault

The future of PlayStation may be portable, says Sony exec 2
by Bryant Francis [05.23.18]
According to PlayStation boss John Kodera, the possibility of PlayStation embracing portable games may again be a part of the company's future.
Console/PC, Design, Business/Marketing

Sony takes a page from Microsoft by licensing customizable PS4 gamepad 1
by Alex Wawro [05.23.18]
While Sony previously tried licensed 'pro' PS4 controllers in Europe, the upcoming Scuf controller is the first licensed PS4 gamepad to do away with the DualShock 4's trademark parallel analog sticks.
Console/PC, Business/Marketing

Wargaming Seattle is shutting down 6
by Alex Wawro [05.23.18]
Update This is a big deal given that Wargaming Seattle is the Redmond-based studio formerly known as Gas Powered Games, which was founded in 1998 by Chris Taylor and other former Cavedog devs.
Social/Online, Business/Marketing

Weekly Jobs Roundup: Rovio, Saber Interactive Spain, and more are hiring now!  
by Staff [05.23.18]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
Programming, Design, Production, Recruitment

Blog: Producing tangibly minatory creatures in games  
by Gamasutra Community [05.23.18]
Monsters make for daunting foes whose demeanor stands out from standard baddies, but there's more to a creature than just the level of fear they elicit.
Design

Don't Miss: How RuneScape maintains its prolific update schedule  
by Staff [05.23.18]
In this 2016 GDC session, Jagex's Conor Crowley covers how the development team for RuneScape moved from an established development process to multiple agile cross-disciplined teams without missing an update.
Console/PC, Social/Online

Jagex shutting down RuneScape Classic after 17 years 2
by Alissa McAloon [05.23.18]
RuneScape developer Jagex has announced that it will shut down RuneScape Classic on August 6, 2018, ending support for the early online game 17 years after its first launch.
Console/PC, Social/Online

Blog: Game design beyond screens and joysticks - Part 2  
by Gamasutra Community [05.23.18]
Tatiana Vilela dos Santos is an indie designer and digital artist making games with special interfaces, and she wants to talk about game design beyond the world of screens and joysticks.
Design

Nintendo is selling a dock-free 'Second Set' Switch bundle in Japan  
by Alissa McAloon [05.23.18]
Nintendo is selling a slightly cheaper Switch bundle that doesn’t include a dock or an AC Adapter to help the Switch become a multiple-units-per-home device.
Console/PC, Business/Marketing

Chat with Pillars of Eternity II: Deadfire director Josh Sawyer at 3PM EDT  
by Bryant Francis [05.23.18]
We're streaming Pillars of Eternity II: Deadfire and chatting with the game's director at 3PM EDT.
Console/PC, Design, Video

Crunch can put devs at odds with their own mental health, warns Blizzard dev 4
by Alissa McAloon [05.23.18]
"We have to take care of our mental health because we put a lot of a pressure on ourselves,"​ cautioned Blizzard's Thiago Klafke.
Production

Blog: Five productivity tips for solo devs 10
by Gamasutra Community [05.23.18]
Working solo is hard. Procrastination, distraction and lack of motivation can destroy a project. Here are five simple tips to help solo developers stay productive and finish their games.
Production

Minecraft surpasses 100M users in China on PC and mobile  
by Chris Kerr [05.23.18]
The Chinese version of Mojang's blocky builder is a free-to-play release, and is operated by internet technology outfit NetEase. 
Console/PC, Smartphone/Tablet, Business/Marketing

Sony: The next PlayStation is another three years away 3
by Chris Kerr [05.23.18]
Speaking to The Wall Street Journal, the Japanese console maker revealed the next PlayStation won't surface for at least another three years.
Console/PC, Business/Marketing

Blog: Defining variance and understanding replayability  
by Gamasutra Community [05.23.18]
For the final part of my look at replayability, we're going to talk about what variance is, and how games have to be designed to be replayable.
Design

Art Design Deep Dive: Rendering the player as a form of pure energy in Recompile 2
by Gamasutra Community [05.23.18]
Phigames' Phi Dinh writes about how the studio's upcoming Recompile's humanoid protagonist rendered as a form of pure energy, using instanced cube meshes with a custom shader.
Indie, Design