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April 26, 2018
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Join us for a stream of Sea of Thieves at 3PM EDT!  
by Bryant Francis [04.06.18]
The Gamasutra editorial team is boarding a galleon and setting sail today with Sea of Thieves at 3PM EDT.
Console/PC, Design, Video

Ubisoft opens Winnipeg studio to develop world building tech 1
by Chris Kerr [04.06.18]
Ubisoft has cut the ribbon on a new studio in Winnipeg, Canada, that will focus on developing tools and technologies for creating immersive game worlds.
Programming, Production

Blog: Here's an easy way to improve lerp smoothing 10
by Gamasutra Community [04.06.18]
Using value = lerp(value, target, speed) to smoothly animate a value is a common pattern. A trivial change can make it frame rate independent and easier to tune.
Programming, Design, Production

The ESA has joined the fight to save net neutrality 6
by Chris Kerr [04.06.18]
"The ESA supports enforceable open internet protections that have helped fuel dynamic growth, competition, and innovation in the video game industry."
Business/Marketing

Fortnite mobile revenue tops $15M after less than a month  
by Chris Kerr [04.06.18]
The iOS version of Fortnite has earned more than $15 million in global revenue since launching less than a month ago, and has been outshining some of the biggest earners on the U.S. App Store.
Smartphone/Tablet, Business/Marketing

Blog: How to efficiently create mobile games 4
by Gamasutra Community [04.06.18]
I'm sometimes asked how I develop games so fast with high quality. Usually I shrug and give an 'I don't know' answer because it's half the truth, but I thought it was time to give a proper answer.
Smartphone/Tablet, Production

Reel Talk: A taxonomy of fishing mini-games 11
by Gamasutra Community [04.06.18]
"Fishing is probably the most common mini-game in gaming history," writes game dev Davide Aversa. "How can we classify them? Can we create something new?"
Console/PC, Smartphone/Tablet, Indie, Design

How Square struggled to fit Mario into an RPG for Super Mario RPG 1
by Alex Wawro [04.05.18]
"We didn’t want to make a 'normal' RPG that simply substituted in Mario characters, like some cheap Final Fantasy sprite-swap," said director Chihiro Fujioka in newly-translated interviews from 1995.
Console/PC, Design

Public UK wage database showcases game industry's gender pay gap 8
by Alex Wawro [04.05.18]
Most notably, the newly-filled database shows that in 2017 the average pay of women working at Rockstar North was 64 percent lower (!) than the average pay of men at the company.
Serious, Business/Marketing

PUBG Corp takes NetEase to court over alleged mobile PUBG copycats  
by Alex Wawro [04.05.18]
The people behind PlayerUnknown's Battlegrounds allege that NetEase's mobile games Knives Out and Rules of Survival contain "similar visual and audio elements" to PUBG.
Console/PC, Social/Online, Smartphone/Tablet

Video: Nuke Possum Springs - A Night in the Woods postmortem  
by Staff [04.05.18]
In this 2018 GDC talk, Night in the Woods co-creator Scott Benson presents a discussion of the ups, downs, design philosophies, and decisions that went into making the award-winning game.
Indie, Design, Production, Video

Get a job: Be a Senior Software Engineer at Visual Concepts  
by Staff [04.05.18]
Novato, California-based Visual Concepts seeks an experienced software engineer to focus on AI and gameplay development.
Console/PC, Programming, Recruitment

BossKey backing away from active LawBreakers development 5
by Alissa McAloon [04.05.18]
"We will continue to support the game in its current state, but we also need to focus on other projects with fresh creative leaders."
Console/PC, Social/Online

Indie collective Juegos Rancheros dismisses co-founder Boyer  
by Alissa McAloon [04.05.18]
Juegos Rancheros has dismissed co-founder Brandon Boyer from its board after being "made aware of several concerns regarding [his] conduct in our community."
Indie

Don't Miss: Exploring color theory and production design in the classic Spyro the Dragon 1
by Gamasutra Community [04.05.18]
John Fiorito and Craig Stitt share some of the ways they used color to focus player emotion and create a vibrant 3D world during the PS1 era for original Spyro the Dragon.
Console/PC, Art, Design

How long should game devs spend working on just one game? 1
by Alissa McAloon [04.05.18]
"Don't fall into the trap of making a giant piece of art that earns you nothing except disappointment,” warns Shadowhand creator Jake Birkett.
Indie, Production, Video

Blog: How I turned Guts and Glory into a success 2
by Gamasutra Community [04.05.18]
How I built a commercially successful first game as a solo developer while working full-time, going to college, and raising a family.
Business/Marketing

Blizzard looking to grow Overwatch League with All-Access Pass  
by Chris Kerr [04.05.18]
The pass grants an evolving VIP badge that viewers can wear in-game and in Twitch chat, and offers a variety of premium viewing and behind-the-scenes experiences.
Business/Marketing

iOS App Store shrinks as number of new apps falls for first time ever 3
by Chris Kerr [04.05.18]
The iOS App Store has started to shrink, with the number of apps on Apple's mobile marketplace falling to 2.1 million in 2017 from 2.2 million in 2016.
Smartphone/Tablet, Business/Marketing

Blog: Encapsulated scene architecture for large teams in Unity  
by Gamasutra Community [04.05.18]
An example of architecture that enables a large team to work on the same scene without conflicting or overlapping, allowing parallel development of different parts of the scene without interference.
Programming, Production