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April 29, 2016
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April 29, 2016
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Updates » Console/PC
Postmortem: Stardock and Oxide Games' Ashes of the Singularity 5
by Brad Wardell [04.26.16]
What went right, and wrong, with Stardock's recently-published RTS Ashes of the Singularity? Studio chief Brad Wardell breaks down the ups and downs, and reflects on the value of game postmortems.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

An introduction to inventory-aware pathfinding 2
by Gamasutra Community [04.26.16]
"If something in your game is moving not in a straight line, then you are using some kind of pathfinding. What is less evident is that pathfinding is the only place in which 'searching' is generally accepted."
Console/PC, Programming

Let Chris Crawford teach you to program Atari's 8-bit computers 1
by Christian Nutt [04.25.16]
Back in the 1980s, Chris Crawford was at Atari, and he produced a series of how-to videos for enthusiasts of its 400 and 800 computers on how to program them -- and you can watch.
Console/PC, Programming, History, Video

How Valve and HTC's collaboration gave birth to the Vive  
by Christian Nutt [04.25.16]
"This is the one time in our lives when we can make a clean start. We said, 'You know what, we're not going to have X, A, B, Y. We're going to say no. We're going to make something specifically for the thing we're making it for.'"
VR, Console/PC, Production, Business/Marketing

Disgaea publisher NIS America cuts ties with Persona publisher Atlus 1
by Christian Nutt [04.25.16]
Up till now they've enjoyed a cozy relationship on both sides of the Atlantic, but it seems that is no longer the case.
Console/PC, Business/Marketing

Get a job: Be a Gameplay Programmer at Insomniac Games  
by Staff [04.25.16]
Ratchet & Clank studio Insomniac Games is hiring a gameplay programmer to work closely with its design and animation departments in Durham, North Carolina to build game systems and features.
Console/PC, Programming, Recruitment

Paradox lays out its plan to go public on the Swedish market  
by Alex Wawro [04.25.16]
Paradox Interactive is preparing to end its 17-year run as a private company at the end of next month, when the company plans to make an initial public offering of roughly 15 percent of the company.
Console/PC, Business/Marketing

Don't Miss: The top 10 weird children of games and neuroscience 26
by Erin Robinson [04.25.16]
In this classic 2011 feature, indie game developer and former neuroscience researcher Erin Robinson takes a look at ten notably interesting studies to see what they can teach us, as game makers.
VR, Console/PC, Social/Online, Smartphone/Tablet, Serious, Design

Desilets ends legal fight with Ubisoft, regains rights to 1666 1
by Alex Wawro [04.25.16]
Longtime game designer Patrice Désilets took to Twitter today to announce that his ongoing legal fight with former employer Ubisoft is over, and he's regained rights to his onetime game project 1666 Amsterdam.
Console/PC, Business/Marketing

Game design methods: Finding a path through the dark woods of design 1
by Gamasutra Community [04.25.16]
A discussion about the current state of video game design, trends, and good practices, from an experienced game maker.
Console/PC, Design

How could an AI take down the world's best StarCraft players?  
by Chris Kerr [04.25.16]
“When the AI finds that the only way to win is to show strength, it will do that. If you want to call that bluffing, then the AI is capable of bluffing."
Console/PC, Programming

3 solutions to 3 problems in interactive fiction 11
by Gamasutra Community [04.25.16]
"The player's need to examine the text for gameplay clues wrecks the emotional effects the author works to build." That's just one problem for writing for games -- but here are some solutions.
Console/PC, Smartphone/Tablet, Indie, Design

Setting the tone: Main menus are the game  
by Gamasutra Community [04.25.16]
"I know this is an odd thing to say as most articles talk about tone setting with lighting, audio and other key elements. However one element not many designers take advantage of and really think about is the menu!"
Console/PC, Art

No escape: Zero Time Dilemma and the narrative design of Kotaro Uchikoshi 2
by Christian Nutt [04.25.16]
A question and answer session with Zero Escape director Kotaro Uchikoshi, which aims to get further insight into how his wildly creative and intricate narrative-based games take form, as he prepares the series' latest entry.
Console/PC, Design

Six years on, development of Tekken X Street Fighter is 'on hold' 2
by Alex Wawro [04.22.16]
Bandai Namco's Katsuhiro Harada has confirmed that the lengthy development of the crossover fighting game Tekken X Street Fighter is "on hold" for the moment.
Console/PC, Production

Get a job: Be a Cinematic Artist at Telltale Games  
by Staff [04.22.16]
The studio best known for The Walking Dead games seeks a Cinematic Artist to work on games alongside the rest of the team at the company's San Rafael, CA headquarters.
Console/PC, Art, Recruitment

Video: Wrangling the 80,000+ lines of dialogue in Saint's Row: The Third  
by Staff [04.22.16]
Saint's Row: The Third audio lead Ariel Gross speaks at GDC 2012 about how he and the rest of the team at Volition recorded and implemented the game's dialogue -- all ~82,000 lines of it.
Console/PC, Audio, Production, Video, Vault

How Infocom fell to ruin under Activision's watch  
by Alex Wawro [04.22.16]
Video game historian Jimmy Maher investigates the fall of Infocom, which Activision paid millions for in 1986 but effectively shuttered by the end of 1989.
Console/PC, Business/Marketing

Don't Miss: What Magic: The Gathering teaches us about game design 34
by Will Luton [04.22.16]
In this classic feature, Will Luton deconstructs the original collectible card game, Magic the Gathering, and the important lessons it holds for today's video game designers.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Big deals point to a healthy industry, but rocks lurk below the surface  
by Gamasutra Community [04.22.16]
"Last year was the worst games deals ice age in a decade. The top-line numbers for Q1 2016 make it look like there has been a thaw. However, the buoyant waters of the first quarter hide rocks beneath the surface."
Console/PC, Smartphone/Tablet, Business/Marketing