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April 29, 2016
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April 29, 2016
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Updates » Console/PC
Don't Miss: Molyneux and Webley recount the history of Lionhead  
by Simon Carless [04.29.16]
Now that Lionhead is closed, look back at this 2006 feature where Peter Molyneux and Mark Webley speak at length about how they helped create the company, and their lessons learned along the way.
Console/PC, Programming, Design, Production, Business/Marketing

Survey: Less than half of U.S. households own dedicated game consoles  
by Alex Wawro [04.29.16]
The results from the ESA (and Ipsos MediaCT's) annual survey of Americans suggests that for the first time in years, a dedicated game console is in less than half (48 percent) of U.S. households.
Console/PC, Business/Marketing

8 tips for showcasing your game at a convention like PAX  
by Gamasutra Community [04.29.16]
From booth facing to strategic activity design, indie front TinyBuild shares lessons learned from bringing booths and showcasing games at 8 PAX events in a row.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Vivendi snaps up even more Ubisoft shares  
by Chris Kerr [04.29.16]
French multinational media conglomerate, Vivendi, has made another move on Assassin's Creed creator, Ubisoft. 
Console/PC, Business/Marketing

Games as revolutionary acts: Historians talk 1979 Revolution  
by Gamasutra Community [04.29.16]
History Respawned's Bob Whitaker talks with historian Zackery Heern about the choice-driven narrative game 1979 Revolution: Black Friday, which is based on real history.
Console/PC, Indie, Design, Business/Marketing

Fable developer Lionhead closes its doors for good  
by Chris Kerr [04.29.16]
"We can confirm that after much consideration over the six week consultation period with Lionhead employees, we have reached the decision to close Lionhead Studios."
Console/PC, Business/Marketing

Creating the paper-craft art style of Book of Demons  
by Gamasutra Community [04.29.16]
"We put a lot of effort into making everything the way it looks now and the road to getting here was a really bumpy one. Hope you will enjoy the story of how it all came to life."
Console/PC, Art

Applying lessons from Warcraft's world to Overwatch arenas  
by Bryant Francis [04.29.16]
We spoke to Blizzard's Aaron Keller about the design of Overwatch's first-person shooter arenas, and how lessons he learned from designing maps for World of Warcraft still matter today.
Console/PC, Design

Venerable Japanese dev CyberConnect 2 expands to Montreal  
by Alex Wawro [04.28.16]
Japanese game developer CyberConnect 2 (Asura's Wrath, Solatorobo: Red the Hunter) has confirmed via email this week that it plans to expand to Canada by opening a new studio in Montreal.
Console/PC, Business/Marketing

Don't Miss: The designers of Thief and Deus Ex talking shop at GDC  
by Staff [04.28.16]
Deus Ex designer Warren Spector and Thief designer Doug Church grill each other on stage at GDC 2002 about their design decisions and how to talk shop without destroying the "magic of game creation."
Console/PC, Programming, Design, Production

YouTubers will soon be able to earn money on Content ID-disputed videos 7
by Alex Wawro [04.28.16]
YouTube's automated Content ID copyright protection system is set to receive an overhaul that will permit YouTubers to (potentially) earn ad revenue on videos embroiled in Content ID disputes.
Console/PC, Business/Marketing, YouTube

Life after leaving a game studio, according to narrative designer Chris Avellone 2
by Brandon Sheffield [04.28.16]
Chris Avellone might shower less these days, but he definitely writes more. Here, he discusses his creative life after Obsidian, and the difficulty of working with established franchises.
Console/PC, Design, Production

'There are a lot of ways to chop off a head' - Double Fine's Tim Schafer on humor 4
by Brandon Sheffield [04.28.16]
Tim Schafer discusses the challenges and triumphs of creating games with humor, as he illustrates his storied career.
Console/PC, Indie, Design, Production

Sony's games business bolstered by rising PS4 sales  
by Chris Kerr [04.28.16]
It's been a good year for Sony's Game and Network Services division, with sales, operating revenue, and operating income all growing year-over-year. 
Console/PC, Business/Marketing

Upgrading history: How M2 created 3D versions of classic Sega games  
by Heidi Kemps [04.28.16]
How Sega and specialist emulation developer M2 created a new package of classic arcade, Master System, and Genesis titles for that take advantage of the 3DS handheld's three-dimensional screen.
Console/PC, Design, Business/Marketing, History

How Blizzard is building Overwatch out of the ashes of Titan  
by Alex Wawro [04.27.16]
Blizzard's Jeff Kaplan speaks to GameSpot about how the Overwatch team took shape after the fall of Titan, and how modern MOBAs have shaped the design of Blizzard's first FPS.
Console/PC, Social/Online, Design

Get a job: Be a Senior Software Engineer at Demiurge Studios  
by Staff [04.27.16]
Cambridge-based studio Demiurge (owned by SEGA Networks) seeks an experienced software engineer to take a senior role on development of games for mobile and PC.
Console/PC, Smartphone/Tablet, Programming, Recruitment

Video: Tetsuya Mizuguchi takes a postmortem look at the making of Rez  
by Staff [04.27.16]
At GDC 2016, Rez producer and progenitor Tetsuya Mizuguchi takes to the stage to recount the inspirations and influences that drove the landmark game's design.
VR, Console/PC, Programming, Art, Audio, Design, Production, Video, Vault

Don't Miss: How Nintendo designs Animal Crossing 3
by Christian Nutt [04.27.16]
In this classic interview, Gamasutra sits down with Nintendo producer Katsuya Eguchi -- also the producer of the Wii Sports series -- to ask him some questions about the design of Animal Crossing,
Console/PC, Design, Production

3 ways to build emotional connections with game design  
by Gamasutra Community [04.27.16]
A survey of three different methods game design offers to build emotional connections with players, taken from How Games Move Us: Emotion By Design by Katherine Isbister.
Console/PC, Smartphone/Tablet, Indie, Design