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January 17, 2019
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Supergiant's fourth outing Hades introduces a more mature, organized dev process
by Bryant Francis [01.17.19]
Supergiant Games creative director Greg Kasavin sits down to discuss the design and business decisions behind Hades.
Design, Console/PC

Blog: Overcoming genre in Ni No Kuni 2  
by Chris Kerr [01.17.19]
Ni No Kuni 2 is basically a collection of mechanically diverse mini-games, so what keeps the overall experience from feeling cobbled together?
Design, Console/PC

Trailblazing Sega dev Rieko Kodama to be honored with Pioneer Award at GDC 2019!  
by Staff [01.17.19]
A trailblazing game artist, director and producer, Kodama carved out a career in an industry historically inhospitable to women, eventually leading development of some of the most well-regarded JRPGs!
Design, Production, Art, Console/PC, GDC

NBA extends partnership with NBA 2K publisher 2K  
by Chris Kerr [01.17.19]
The National Basketball Association (NBA) has signed a new multi-year global partnership extension with NBA 2K publisher 2K Games.
Business/Marketing, Production, Console/PC

Blog: Games and crowdfunding in 2018  
by Gamasutra Community [01.17.19]
This is Thomas Bidaux's annual post on crowdfunding and games, looking at how well games have performed on Kickstarter (and Fig) for the past year.
Business/Marketing, Console/PC

Thoughts on Detroit: Become Human 1
by Staff [01.16.19]
Thomas Grip takes a look at the design behind Quantic Dream's Detroit: Become Human.
Design, Console/PC

GDC 2019 will host a Classic Game Postmortem of Paperboy!  
by Staff [01.16.19]
Veteran game dev John Salwitz, who's worked on everything from Rampart to Klax to Medal of Honor, will be at GDC 2019 in San Francisco the deliver a Classic Game Postmortem of Atari's arcade hit Paperboy
Business/Marketing, Design, Programming, Production, Art, Console/PC, GDC

After a long back and forth, Improbable confirms future Unity support for SpatialOS  
by Alissa McAloon [01.17.19]
It's the conclusion of a week-long public back and forth between the two companies, one that both began and ended with changes to Unity's Terms of Service.
Console/PC, Social/Online



Advanced UX Prototyping: Next Gen. Prototyping for Games & Apps.  
by Om Tandon [01.17.19]
Why and How to create Hi-fidelity game UX prototypes that rival finished game's feel to gather qualitative user data or pitch a new idea, way early in pre-production.
Design Production Art Console/PC Serious Social/Online Smartphone/Tablet

Kliuless #19: An Improbable Dispute with Unity and Epic  
by Kenneth Liu [01.17.19]
Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.
Business/Marketing Design Production Console/PC Serious Social/Online Smartphone/Tablet VR

Thoughts on Detroit: Become Human 1
by Thomas Grip [01.15.19]
Quantic Dream learns with each game, and adresses their issues with new features. But with new features come new issues, and lots of juicy design lessons. In this blog post I will talk at length about affordance, then touch upon branching and themes.
Design Console/PC

A Morale Victory Part 1: Giving Players a Chance to Win  
by Caleb Compton [01.15.19]
In my experience, Player Morale is one of the biggest indicators of whether somebody will sit through your game and want to play it again. One component of raising player morale is to make everybody feel that they have a chance to win. Part 2 next week.
Design Console/PC Serious Indie Social/Online

Overcoming Genre  
by Justin Reeve [01.15.19]
Ni no Kuni 2 is basically a collection of mechanically diverse minigames. What keeps the overall experience from feeling cobbled together? This article dives into how Ni no Kuni 2 defies the typical categories of game design.
Design Console/PC


Crystal Dynamics — Redwood City, California, United States
[01.16.19]
Camera Designer
Camera Designer

Deep Silver Volition — Champaign, Illinois, United States
[01.16.19]
Mid/Senior Multiplayer Programmer


Digital Extremes Ltd. — London, Ontario, Canada
[01.16.19]
Senior Lighting Artist


Deep Silver Volition — Champaign, Illinois, United States
[01.16.19]
Senior Project Manager


Velan Studios — Troy, New York, United States
[01.16.19]
Producer


Insomniac Games — Burbank, California, United States
[01.16.19]
Sr. Dialogue Coordinator
Insomniac Games - Sr. Dialogue Coordinator

Insomniac Games — Durham, North Carolina, United States
[01.16.19]
Environment Artist
Insomniac Games - Environment Artist

Insomniac Games — Burbank, California, United States
[01.16.19]
Sr. Environment Artist
Insomniac Games - Sr. Environment Artist

Insomniac Games — Durham, North Carolina, United States
[01.16.19]
Designer
Insomniac Games - Designer

Magnopus — LOS ANGELES, California, United States
[01.15.19]
Experience Engineer