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July 19, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






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How Ubisoft approached revitalizing The Division, Siege, and other live games  
by Alissa McAloon [07.16.18]
“You keep on adding to the experience, and you see people talk about it later." Ubisoft's Laurent Detoc explores how post-launch support has benefitted games like The Division.
Console/PC, Social/Online

Game Maker's Toolkit debuts new series on designing for accessibility  
by Emma Kidwell [07.16.18]
Game Maker's Toolkit's Mark Brown discusses designing for disability in a new video series exploring how devs can design their games with accessibility in mind.
Console/PC, Design

Huuuge Games launches mobile publishing label Tap Tap Games  
by Alissa McAloon [07.16.18]
Huuuge Games, the company behind the social casino platform Huuuge Casino, is taking aim at casual mobile games through a new publishing branch called Tap Tap Games.
Social/Online, Smartphone/Tablet

Don't Miss: A postmortem for Naughty Dog's Uncharted: Drake's Fortune 6
by Gamasutra Community [07.16.18]
The developers behind the first game in the Uncharted series explain what made the game the 'biggest and most complex' challenge the studio had faced up to that point in this 2008 postmortem.
Console/PC, Design, Production

Klang Games secures $8.95M investment for SpatialOS-powered MMO 2
by Alissa McAloon [07.16.18]
That game, Seed, is one of several online titles being build with SpatialOS, tech that leans on cloud-computing to create living, persistent online worlds.
Console/PC, Social/Online, Business/Marketing

Blog: Building the boss fights of X-Morph: Defense - Part 4  
by Gamasutra Community [07.16.18]
In the fourth installment of our series we share the details about the second boss the players encounter in X-Morph: Defense -- the JAGUAR Type S tank.
Design

Blog: Time manipulation in Unity  
by Gamasutra Community [07.16.18]
We wanted a way for our players to avoid getting stuck while playing. Here's how we tackled that problem...
Programming, Design

Ubisoft is now insta-banning toxic Rainbow Six Siege players 2
by Chris Kerr [07.16.18]
The French studio had previously pledged to curb toxicity within the game's community, and a new ban system will instantly punish those who use hate speech.
Console/PC

Coming soon? German courts ban vague release dates on pre-orders 3
by Chris Kerr [07.16.18]
Germany has banned vague release dates for pre-orders, meaning retailers won't be able to list pre-orders without also providing a shipment date. 
Business/Marketing

Blog: What we learned one year after releasing our debut Switch title 2
by Gamasutra Community [07.16.18]
A look at some of the things we learnt after releasing our first game on the Nintendo Switch.
Design, Production, Business/Marketing

How Bossa relied on players to help build its skyfaring MMO Worlds Adrift  
by Samuel Horti [07.16.18]
"By allowing players to take control, it allowed the team to focus on developing systems and mechanics that would encourage player creativity," explains Bossa founder Henrique Olifiers.
Social/Online, Programming, Design

Video Game Deep Cuts: Octopath's DOS Demake  
by Gamasutra Staff [07.15.18]
This week's highlights include a rounded look at Octopath Traveler, the dev making a DOS game in 2018, and the evolution of the PlayStation 1-style demake as a genre.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Colonial Marines modder finds big AI fix by changing one letter of code 1
by Alex Wawro [07.13.18]
Word is spreading on ResetEra today about how an experienced modder of Gearbox's 2013 bomb Aliens: Colonial Marines found a way to significantly improve the game's AI by changing one letter of code.
Console/PC, Design

Video: How devs can apply the 5 domains of play to develop empathy 2
by Staff [07.13.18]
In this GDC 2018 talk, Ubisoft's Jason VandenBerghe takes a crack at refining his five domains of play theory to better account for the realities of game design.
Console/PC, Design, Video

Social features have cut down on toxic behavior in Overwatch 1
by Emma Kidwell [07.13.18]
Blizzard's global insights group has just finished putting together some statistics surrounding the new social features added to Overwatch a few weeks ago, including LFG and endorsements.
Console/PC, Design

Ubisoft Berlin granted $1.84M in subsidies from city senate for expansion  
by Emma Kidwell [07.13.18]
Ubisoft Berlin is granted a subsidy of $1.84 million for expansion from the Berlin Senate, with the funds being used to grow operations and generate new jobs in the city.
Console/PC, Business/Marketing

Inkle Studios announces 'ink jam', encourages devs to learn ink 1
by Emma Kidwell [07.13.18]
Inkle Studios announces its first ever ink jam, a game jam running for games written using its open source scripting language ink.
Console/PC, Indie, Design

Get a job: Sony PlayStation is looking for a Head of Global Account Management  
by Staff [07.13.18]
This position will oversee all global account management teams across the world, with representation in Sony's SIEA, SIEE and SIEJA offices.
Business/Marketing, Recruitment

Don't Miss: Fight or flight - Exploring the neuroscience of survival horror 16
by Gamasutra Community [07.13.18]
How exactly do horror games work on the brains of players? Neuroscientist Maral Tajerian unpacks the mechanism behind the scares in Amnesia, Dead Space, Silent Hill and others.
Design

Valve brings trading back to CS:GO in the Netherlands, though loot boxes remain blocked  
by Alissa McAloon [07.13.18]
This comes weeks after the company first shut the services down in compliance with requests from The Netherlands Gaming Authority.
Console/PC, Social/Online, Business/Marketing