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See Doom devs break down its 'push forward' combat design at GDC 2018  
by Staff [11.13.17]
At GDC 2018 id Software's Jake Campbell and Kurt Loudy will break down the evolution of this design philosophy, as well as share behind-the-scenes details on Doom's combat design and implementation.
Console/PC, Design, GDC

Blog: Surviving game expos as an indie developer 2
by Gamasutra Community [11.13.17]
We're an indie studio that just exhibited at PAX AUS for the very first time, and there are a million things I wish I’d known. Here are just a few of them.

Abandoning subtlety to create immersive AI encounters  
by Chris Kerr [11.13.17]
What's the secret to creating immersive AI in video games? While there's likely no universal answer, there are some tips and tricks that can be gleaned by talking to some of the best in the biz. 
Console/PC, Programming

Razer raises $500M from debut on Hong Kong stock exchange  
by Chris Kerr [11.13.17]
Individual shares were trading at around $0.60 by the afternoon, more than 20 percent higher than the company's original issue price.
Console/PC, Business/Marketing

Blog: Understanding the art of level design - Part 2  
by Gamasutra Community [11.13.17]
This is the second part of my three part series where I discuss some of the best practices to keep in mind when making levels.

Classic Postmortem: The Behemoth's Alien Hominid GDMag Exclusive 3
by Tom Fulp & John Baez [11.13.17]
13 years ago, The Behemoth's classic run and gun title received its first commercial release.To honor this indie game milestone, we present this postmortem that ran in Game Developer magazine in 2005.
Console/PC, Indie, Art, Design, Production, Business/Marketing, History, GD Mag Exclusive

Video Game Deep Cuts: E.T. Solitaire - The Hob Odyssey  
by Gamasutra Staff [11.12.17]
This weeks articles & videos of the week include how E.T. for Atari 2600 was reviewed on its release, a new Solitaire standout, a video on Hob's design, and multiple Mario / Odyssey pieces.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

The Game Awards adds new honors, including an award for 'live games'  
by Alex Wawro [11.10.17]
This new award is interesting because it prominently highlights how important the care and feeding of live games has become in contemporary game dev, especially for big-budget studios.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Brawlhalla's executive producer gives advice on community building  
by Bryant Francis [11.10.17]
The executive producer of Brawlhalla joined us today to offer some tips and tricks for running a live game in 2017.
Console/PC, Design, Video

Video: How Criterion keeps dev teams happy and productive  
by Staff [11.10.17]
At GDC 2016, Criterion's Alex Mole speaks to how the studio built a process aimed at maximizing efficiency through a highly-motivated team with enough context to make good decisions all the time.
Console/PC, Production, Video, Vault

Get a job: Insomniac Games is hiring a Character Artist  
by Staff [11.10.17]
Burbank-based Insomniac Games is looking for a character artist to create models, textures, and shaders for characters and other key assets for its games.
Art, Recruitment

Inaugural ADL 'being an ally' game jam saw 20 anti-bias games  
by Alissa McAloon [11.10.17]
The Anti-Defamation League and Museum of Art and Digital Entertainment have named the winner of the first week-long Being An Ally game jam.

Don't Miss: Cibele and playing with the connections we create through tech  
by Staff [11.10.17]
Gamasutra takes a look back on what this intensely personal game about a youthful online romance has to say about the bonds that we form with one another via technology.
Console/PC, Indie, Design

Bossa Studios cans Decksplash after open beta experiment 4
by Alissa McAloon [11.10.17]
The Surgeon Simulator dev previously said it would cancel its in-development skateboarding game if it did not attract 100,000 players during an open beta week.
Console/PC, Social/Online

We're streaming Brawlhalla with the game's executive producer at 3PM EST  
by Bryant Francis [11.10.17]
Chat with the executive producer behind the Smash Bros-like Brawlhalla today at 3PM EST.
Console/PC, Design, Video

Blog: Five radical ideas for dialogue systems 4
by Gamasutra Community [11.10.17]
There has been a little innovation in systems of conversation, but there's also been frustration in their stagnation. So here are a few notions just to get the field in motion.

Attend GDC 2018 to hear from The Long Dark's creator on storytelling in a sandbox game  
by Staff [11.10.17]
At GDC 2018, Hinterland Games founder Raphael van Lierop will examine how it's possible to successfully marry a linear, authored narrative experience to an open-world sandbox.
Indie, Design, GDC

Blog: The three factors that lead to emergent gameplay 3
by Gamasutra Community [11.10.17]
Emergent Gameplay is a concept that many games claim they have, but few do. In this post, we're going to examine some of the conditions that need to be in a game for emergent elements to be possible.

What do players want from DLC? Obsidian survey attempts to find out 2
by Chris Kerr [11.10.17]
Fallout: New Vegas and Tyranny developer Obsidain recently conducted a DLC survey to learn more about player preferences when it comes to downloadable content. 
Console/PC, Business/Marketing

Blog: Tips and tricks for using slow-mo in games 3
by Gamasutra Community [11.10.17]
Ever wanted cool slow-mo pulses in your game? Ever wanted to let your player run around at full-speed while the rest of the game is in slow-mo? Then read on!