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January 22, 2018
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Video Game Deep Cuts: Labo On A Police Quest?  
by Gamasutra Staff [01.21.18]
This week's Video Game Deep Cuts includes what certain editors think of Nintendo's Labo accessory for the Switch, a masterful look at the making of Sierra's incendiary Police Quest IV, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Gamasutra talks to Arena of Valor audio designer Richard Ludlow  
by Bryant Francis [01.19.18]
Interested in audio workflow solutions, or how procedural audio generation might impact game development? Check out this conversation with GDC 2018 speaker Richard Ludlow.
Console/PC, Audio, Video

Don't Miss: Inside the 4-year development of Stardew Valley 49
by Chris Baker [01.19.18]
In this classic feature, dev Eric Barone reflects on his 4 years of 70-hour weeks to make Stardew Valley. "You should be free to work yourself to the bone, but not to force someone else to do that."
Indie, Programming, Art, Design, Production

Get a job: Visual Concepts is hiring a Sr. Graphics Software Engineer  
by Staff [01.19.18]
Visual Concepts is looking for an experienced engineer to push the boundaries of graphics in its games by analyzing and optimizing existing algorithms as well as architecting new graphics features.
Programming, Recruitment

Facebook signs eSports streaming agreement for CS: GO Pro League and ESL One  
by Alissa McAloon [01.19.18]
The social media site replaces YouTube as the sole stream provider for the two upcoming competitions. 
Console/PC, Social/Online, Business/Marketing

ESA: The U.S. game industry saw $36B in revenue in 2017  
by Alissa McAloon [01.19.18]
The ESA, along with the NPD Group and App Annie, clock total game industry revenue at $36 billion between console, PC, and mobile software and video game hardware sales.
Console/PC, Smartphone/Tablet

Get insights about working in game audio at 6PM EST!  
by Bryant Francis [01.19.18]
We're talking with game audio veteran Richard Ludlow at 6PM EST. Come ask your questions!
Console/PC, Audio, Video

Blog: Are probabilities ruining your RPG experience? 3
by Gamasutra Community [01.19.18]
Wouldn’t it be more fun if we hid the success probabilities of choices in an RPG? Here's how we tackled the percentage problem when designing Sacred Fire.

At GDC 2018, get tips on creating lovable characters from a Moss dev  
by Staff [01.19.18]
At GDC 2018 Moss maker Polyarc's own Brendan Walker will dig into the nuts and bolts of crafting believable and engaging VR characters and environments in your game.
VR, Console/PC, Art, Design

Blog: How I learned to stop worrying and finish the game 2
by Gamasutra Community [01.19.18]
What goes into a match-3 game that takes four years to make? In this post I'll show you my methods and a host of games and creators that helped shape an original way to match-3.

Chinese mobile game market sees consumer spending rise by 250% since 2015 1
by Chris Kerr [01.19.18]
The value of the Chinese mobile game market has grown by 250 percent since 2015, with consumers in the region dropping around $11 billion on mobile titles during 2017.
Smartphone/Tablet, Business/Marketing

Stardew Valley was the most-downloaded Switch title in 2017  
by Chris Kerr [01.19.18]
It's no secret that indie games are thriving on the Switch, and it looks like Stardew Valley was the pick of the bunch last year. 
Console/PC, Business/Marketing

Blog: We should all make time to not make things  
by Gamasutra Community [01.19.18]
After a recent creative break, I grapple with how rest and introspection are not championed in the industry, even they can be a huge boon to creative work.

Blog: A data-driven look at the rising cost of game dev 19
by Gamasutra Community [01.19.18]
"[Looking] at costs & costs per byte for the window of 1985 to 2005," writes Raph Koster. "Game size went up by 122 times, costs rose by 22x, & therefore we got 6x more efficient at creating content."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Video: Producers should be making more to-do lists  
by Emma Kidwell [01.18.18]
In this 2015 GDC Session, Oculus' Bernard Yee offers advice for producers who manage a team and project's to-do list, why they are important and how to be effective on a daily basis.

PlayStation's VP of dev relations Florian Hunzicker departs Sony  
by Emma Kidwell [01.18.18]
Sony Interactive Entertainment announced that head of third-party developer relations Floarian Hunziker has parted ways with the company.

How crunch is more than a labor issue in the video game industry 2
by Emma Kidwell [01.18.18]
A piece by Game Informer features interviews from various people working in the game industry, discussing a massive labor problem that has been plaguing developers for years: crunch. 

New Oculus Start program aims to provide support for new VR devs  
by Emma Kidwell [01.18.18]
Oculus announced today the launch of Oculus Start, a developer program aimed at providing funding, access to hardware/software, and support to help jumpstart qualifying devs who are new to VR.
Indie, Design

Get a job: Jam City is hiring a Platform Engineer  
by Staff [01.18.18]
Jam City is looking for software engineers to work on the platform side of its future games.
Programming, Recruitment

Activision CEO Eric Hirshberg to step down in March  
by Alissa McAloon [01.18.18]
Eric Hirshberg is stepping down from his position as CEO of Activision after nearly 8 years with the company. Though his departure was announced today, he will remain with the company until March.