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April 26, 2018
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Video: How Rare crafted the look and feel of Sea of Thieves  
by Staff [04.09.18]
At GDC 2018 Rare art director Ryan Stevenson reveals how the studio settled on and crafted the game's unique look, sharing behind-the-scenes insight into the game's visual development.
Console/PC, Social/Online, Art, Video

Witness dev offering grants of up to $20k to indie puzzle designers  
by Alissa McAloon [04.09.18]
The team is looking to offer grants of up to $20,000 to three to six designers from traditionally underrepresented groups.
Indie, Design

Get a job: Nexon is looking for a Sr. Manager or Associate Director of Marketing  
by Staff [04.09.18]
Nexon M is looking for a Sr. Manager or Associate Director of Marketing to focus on its Western launches of Korean mobile games.
Smartphone/Tablet, Business/Marketing, Recruitment

Leap Motion reveals open-source North Star AR headset  
by Alissa McAloon [04.09.18]
Leap Motion says the headset can be produced for under $100 at scale. The company plans to open-source both the headset and its related software next week.
VR

GTA V producer hits speed bump in $150M lawsuit against Rockstar  
by Chris Kerr [04.09.18]
Leslie Benzies is currently suing Rockstar, its owner Take-Two, and studio co-founders Sam and Dan Houser for unpaid royalties in excess of $150 million.
Business/Marketing

Blog: Recapping the IGDA's localization roundtable from GDC 1
by Gamasutra Community [04.09.18]
Recap of our one-hour session at GDC in which we discussed the current hot topics of Game Localization with Developers, Localization Managers, Translators, Students, Academics, and Executives.
Production

Keywords extends audio service line with Cord and Laced acquisitions  
by Chris Kerr [04.09.18]
Keywords claims the deal will help its developers create games with better production values by giving them access to more music, and offering them consultancy on how to best implement it. 
Audio, Production

Resident Evil 7 has surpassed 5.1M sales worldwide 1
by Chris Kerr [04.09.18]
The seventh main entry in the long-running horror franchise took the series in a new direction by shifting from its previous third-person camera to a new first-person perspective. 
Console/PC, Business/Marketing

Blog: Gameplay setbacks as a tool for creating impactful moments 1
by Gamasutra Community [04.09.18]
How gameplay setbacks can be used to create meaningful and memorable moments of growth for players.
Design

Blog: The importance of knowing your inheritance, as a game dev 5
by Gamasutra Community [04.09.18]
Game dev Soren Johnson (Offworld Trading Company) writes about why it's important for game makers to understand what their work inherits from the past.
VR, Console/PC, Smartphone/Tablet, Indie, Design

Video Game Deep Cuts: A WiLD eSports Mario Approaches  
by Gamasutra Staff [04.07.18]
This week's highlights include the current fate of Michel Ancel's WiLD, a 'state of eSports' profile, Super Mario RPG archival interview goodness, & much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

'We had to scramble': Devs reflect on the making of Divinity: Original Sin 2 1
by Alex Wawro [04.06.18]
"Original Sin 2 was the first time where we had sufficient resources to do everything well, and even then we had to scramble," studio founder Sven Vincke told PCGamer in a new postmortem feature.
Console/PC, Indie, Design

Nightdive shares source code for System Shock on Mac  
by Alex Wawro [04.06.18]
The folks at Nightdive Studios this week released the source code for the Mac version of Looking Glass Studios' 1994 classic System Shock.
Console/PC, Programming, History

Watch Gamasutra discuss Sea of Thieves (while raiding on the high seas)  
by Bryant Francis [04.06.18]
Join the Gamasutra editorial team as they're ambushed by (teenage) pirates while trying to discuss Sea of Thieves.
Console/PC, Design, Video

Video: Designing Splatoon & Splatoon 2 to be stylish and appealing  
by Staff [04.06.18]
At GDC 2018 Splatoon and Splatoon 2 producer Hisashi Nogami shares his experiences working with a design team whose goal was to create a game that was novel yet easy to grasp and riveting to play.
Console/PC, Art, Design, Video

Don't Miss: What can game designers learn from the original Legend of Zelda? 69
by Mike Stout [04.06.18]
In this classic feature, Mike Stout (Ratchet & Clank, Skylanders) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.
Console/PC, Design

Get a job: Visual Concepts is hiring a Sr. Tools Software Engineer  
by Staff [04.06.18]
Visual Concepts is looking for someone to develop next-generation tools and engines, with a focus on the interactive layer of the two as a member of its Agoura Hills-based team.
Programming, Recruitment

Razer sets up shop as a PC game retailer 1
by Alissa McAloon [04.06.18]
The noted hardware company has launched the Razer Game Store and is offering loyalty program rewards to players that buy digital games through its new storefront.
Console/PC, Business/Marketing

V&A Museum to highlight game design innovations in coming exhibit  
by Alissa McAloon [04.06.18]
The museum will be hosting an exhibit that seeks to explore recent evolutions in game design innovations and their growing impact on players and communities.
Indie, Design

Blog: What I learned working at Halo developer 343 Industries  
by Gamasutra Community [04.06.18]
A look back at my time working for Halo developer 343 Industries and some related growing pains.
Console/PC, Production