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April 30, 2016
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April 30, 2016
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Dev makes VR more immersive by sticking Vive wand down pants 8
by Alex Wawro [04.18.16]
Developer Ryan Sullivan has prototyped a RIPMotion mechanic in Unity that allows HTC Vive owners to strap a controller to their waist and move through environments by jogging in place.
VR, Programming, Design, Video

Making your game stand out with Cortana on Windows 10 8
by Gamasutra Community [04.18.16]
"Cortana gives us the best personal assistant money can buy, but the system also offers a very extensive speech system that is available to us humble developers. Using the power of Cortana, we can bring the full power of speech to our games."
Console/PC, Indie, Programming

The math of Clash Royale 5
by Gamasutra Community [04.18.16]
"Clash Royale's combat theory is quite deep, so for now I'll only focus on a few strategic questions and try to provide answers using the power of MATH."
Smartphone/Tablet, Design

Is an April Fools' Day joke a good PR tool for your game? 2
by Gamasutra Community [04.18.16]
Can cooking up an April fool's joke be more than just an team building exercise, and actually be a strong PR tool for your game? ICO Partners takes a look at some stats.
Business/Marketing

BioShock creator heading up interactive Twilight Zone reboot 1
by Chris Kerr [04.18.16]
"When you watch something, you’re sitting back in the chair. When you're gaming, you’re leaning forward in the chair. This is an interesting place in between."
Business/Marketing

Collegiate League of Legends clash to be televised in the U.S.  
by Chris Kerr [04.18.16]
"The fast-paced, high-level competition of League of Legends is a great fit for BTN’s audience. We’re excited to be the first conference-owned network to bring the intensity of collegiate eSports to a television audience."
Console/PC, Business/Marketing

Oculus speaks out against HTC Vive 'hack' 13
by Chris Kerr [04.18.16]
"Users should expect that hacked games won't work indefinitely, as regular software updates to games, apps, and our platform are likely to break hacked software."
VR, Business/Marketing

Insomniac doubles down on VR, announces two Oculus-exclusive titles  
by Kris Graft [04.18.16]
We speak with Insomniac Games' Ted Price and Oculus' Jason Rubin about the decision to build platform exclusivity for VR, and what's next in developing virtual reality games.
VR, Design, Production

GameStop announces publishing division GameTrust  
by Bryant Francis [04.18.16]
Gamestop signs Insomniac Games, Ready at Dawn, Tequila Works, and Frozenbyte to new publishing division GameTrust. VP Mark Stanley explains what this initiative means for game distribution.
Console/PC, Indie, Business/Marketing

Sponsored: Time to get rid of 'stupid friction' in your games 3
by Nelson Rodriguez, Akamai Games Industry Expert [04.18.16]
Anything that stands in the way of players playing a game is friction. But there is necessary friction, and stupid friction. Let's get rid of the stupid friction.
Social/Online, Business/Marketing, Sponsored Article

How Grim Dawn carved a niche in the competitive action RPG genre 3
by Bryant Francis [04.18.16]
So-called "dead" genres don't tend to stay dead. Grim Dawn, born from the ashes of the Titan Quest engine, is one case study in how game genres fall and rise again.
Console/PC, Design, Production, Business/Marketing, Video

Report: This is what Activision's cancelled Guitar Hero MMO looked like  
by Alex Wawro [04.15.16]
A video published today by an Unseen 64 contributor purports to show footage of a cancelled browser-based MMORPG, Hero World, that would have linked into Activision's Guitar Hero and DJ Hero games.
Social/Online, Business/Marketing, Video

Classic Postmortem: Treyarch's 2002 Spider-Man GDMag Exclusive 2
by Jamie Fristrom [04.15.16]
The popular tie-in game to the Sam Raimi film turns 14 today. To mark the occasion, we're republishing this postmortem developer Jamie Fristrom wrote for Game Developer magazine soon after release.
Console/PC, Design, Production, History, GD Mag Exclusive

Don't Miss: John Romero and Tom Hall recount the making of Doom 10
by Staff [04.15.16]
As a new Doom game draws nigh, watch original designers John Romero and Tom Hall share their stories of developing id Software's seminal first-person shooter Doom in this classic video postmortem.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

You can now add 'ancient Swedish castle' to the list of game jam locales  
by Alex Wawro [04.15.16]
Heads up, game jam enthusiasts: if you can get to Sweden, you can buy a ticket to take part in a week-long game jam this summer at Örebro Castle, a medieval Swedish fortress.
Console/PC, Business/Marketing

Get a job: Sony is hiring an experienced UI Artist  
by Staff [04.15.16]
Sony Bend, the studio best known for working on the Syphon Filter games and Uncharted: Golden Abyss, seeks a senior UI artist to work on a new PlayStation 4 project in Bend, Oregon.
Console/PC, Art, Recruitment

Ark dev settles lawsuit over game's origins and staff 3
by Alex Wawro [04.15.16]
This week Ark: Survival Evolved developer Studio Wildcard agreed to settle a contentious lawsuit with Trendy Entertainment owner Insight Ventures for an undisclosed sum.
Console/PC, Indie, Business/Marketing

Maps to the stars of '80s and '90s game development 5
by Gamasutra Community [04.15.16]
Japanese game dev offices of the classic era: "The layouts also reveal a lot about a company's workings, how it functioned, how it structured its workflows, how it regarded certain employee positions... Some make no sense whatsoever."
Console/PC, Production

After nearly 20 years, game modding hub GameFront is shutting down 2
by Alex Wawro [04.15.16]
This week video game file distribution hub GameFront (best known as FileFront) announced plans to shut down permanently by April 30th, nearly two decades after its inaugural launch as FileLeech.
Console/PC, Business/Marketing

Video: Rocket League's road from cult classic to surprise success  
by Staff [04.15.16]
At GDC 2016, Psyonix design director Corey Davis stepped up to the stage to share examples of how the Rocket League team avoided screwing up what evolved into a simple, but deep, experience.
Social/Online, Indie, Design, Production, Business/Marketing, Video, Vault