Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
February 12, 2016
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


GDC: See how DICE used photogrammetry to bring Star Wars Battlefront to life  
by Staff [02.12.16]
At GDC 2016 next month, EA DICE senior artists reveal how the studio used photography and photogrammetry techniques to create the striking visuals ofStar Wars Battlefront.
Console/PC, Art, GDC

Vote now for the 2016 IGF and Game Developers Choice Audience Awards!  
by Staff [02.12.16]
Cast your votes for boththeGame Developers ChoiceAudience Award and the Independent Games Festival Audience Award, from now until voting closes next Friday, February 19that 11:59 PM PT.
Console/PC, Social/Online, Indie, GDC, IGF

Blog: Is Steam's Early Access a ticking time bomb? 5
by Gamasutra Community [02.12.16]
"There is a ticking time bomb in Early Access, and no-one knows how big it is. The sooner Steam acknowledges that, and introduces methods to deal with it, the better the platform will be and the less effect it will have on consumers."
Console/PC, Indie, Business/Marketing

Road to the IGF: Zachtronic's Infinifactory  
by Kris Graft [02.12.16]
"All of Infinifactory's mechanics were invented from scratch to create an open-ended system that resulted in solutions reminiscent of actual factories."
Console/PC, Indie, Design, Video

Blog: Lumberyard's 5 biggest challenges  
by Gamasutra Community [02.12.16]
"I've been using AWS for years as a DevOps engineer. When the announcement was made, several people asked me what I thought, so I decided to write it down. In my mind, there are major hurdles that AWS will need to overcome."
Console/PC, Programming, Production

The 'clever and amazing' HyperRogue  
by Gamasutra Community [02.12.16]
"One of the most interesting roguelikes to come around lately, a game that is obviously close to the lineage and yet brings new clever and amazing ideas to the table is a little thing called HyperRogue."
Indie, Design

Postmortem: Joel McDonald's Prune 3
by Joel McDonald [02.12.16]
"Prune is a tiny mobile game about the simple pleasures of growing and cultivating trees. Its a delicate dance to remove that which does not matter in favor of that which does."
Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing, Video

A visual guide for flow and simplicity in games  
by Gamasutra Community [02.12.16]
"Flow is 'the state in which people are so involved in an activity that nothing else seems to matter.' And what kind of stinks about simplicity is that there really isnt a practical definition for what simplicity means in games."
Console/PC, Smartphone/Tablet, Design

Kanye West has a video game, and it's a lot different from his wife Kim's 2
by Christian Nutt [02.11.16]
The rapper, producer, and fashion mogul has just stepped into a new medium, video games -- with a very personal new title he unveiled today.
Smartphone/Tablet, Business/Marketing, Video

Activision has NFL-like ambitions for eSports  
by Christian Nutt [02.11.16]
The future of Activision Blizzard is, indeed, all-in for eSports. This is a major direction for the company, and it's part of a bigger strategy than just running tournaments and thereby generating interest and selling more games.
Console/PC, Business/Marketing

King's fortunes falter as Candy Crush Saga grows older  
by Alex Wawro [02.11.16]
Newly-acquired Activision Blizzard subsidiary King has reported its revenues for its holidayquarter as well as its full 2015 fiscal year, and everything seems to be trending downward.
Smartphone/Tablet, Business/Marketing

Activision Blizzard earnings down, and some painful indicators for 2016  
by Christian Nutt [02.11.16]
Skylanders and Guitar Hero didn't do well; Call of Duty sales will be down next year, the company projects; and Destiny isn't hitting in 2016, as previously planned. Oh, and revenues missed their targets.
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing

Get a job: The Workshop seeks a 3D Animator  
by Staff [02.11.16]
Game development house The Workshop seeks a talented artist, especially someone who has experience in character rigging, to join its animation team and work at its Marina Del Rey, CA studio.
Console/PC, Art, Recruitment

Don't Miss: How to make insane, procedural platformer levels 12
by Jordan Fisher [02.11.16]
Cloudberry Kingdom dev Jordan Fisher reveals how he created the algorithmic level design system for the procedurally-generated platformer (and how you can design your own) in this class '12 feature.
Console/PC, Indie, Programming, Design

Report: Google is working on a standalone, non-cardboard VR headset  
by Alex Wawro [02.11.16]
Google is reportedly developing a standalone virtual reality headset that won't require a PC, console or mobile device to operate, according to anonymous sourcescited by the Wall Street Journal.
VR, Business/Marketing

Road to the IGF: League of Geeks' Armello  
by Alex Wawro [02.11.16]
"Our initial pitch for the game was 'Kung Fu Panda crossed with Game of Thrones,'" says Ty Carey, League of Geeks cofounder and Armelloart director.
Indie, Art, Design, IGF

Quantum Break comes to Windows 10 amid Microsoft's cross-platform push  
by Alex Wawro [02.11.16]
Remedy's upcoming Xbox One gameQuantum Breakwill now see a concurrent release on Windows 10, and folks who pre-order the Xbox One version will get a copy of the Windows 10 version for free.
Console/PC, Business/Marketing

Devs weigh in on eSports: Good for the big guys, rough for the small guys 3
by Brandon Sheffield [02.11.16]
eSports are clearly a viable business. But for what sorts of companies are they viable? And for how long? GDC's State of the Industry report shows us what game devs think of the matter.
Business/Marketing, GDC

How Firewatch builds character through map design 4
by Alex Wawro [02.11.16]
Everybody's buzzing about Firewatch, but Gamasutra editor Alex Wawro thinks nobody's talking about one of the best bits ofthe game'sdesign: the map.
Console/PC, Indie, Design

Dealing with player feedback 5
by Gamasutra Community [02.11.16]
"Too often do I see game developers, especially new ones, dealing with player feedback in the worst way possible. You will always get bad comments and feedback from players, regardless of how good your game is."
Console/PC, Social/Online, Smartphone/Tablet, Business/Marketing