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September 19, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






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XRDC speaker Q&A: Chris O'Connor and using VR in the auto biz  
by Bryant Francis [09.14.18]
Zerolight's Chris O'Connor explains how the automotive industry is taking advantage of virtual reality technology in this Q&A for his upcoming XRDC talk.
VR, Design

Don't Miss: The strange, unresolved conflict in Animal Crossing 6
by Ian Bogost [09.14.18]
In this classic 2013 feature Ian Bogost explores how, through the years, Animal Crossing's overall themes remain constant: the strange, unresolved conflict between consumption and naturalism.
Console/PC, Design

Nintendo requires online subscription to purchase Switch NES controller 3
by Alissa McAloon [09.14.18]
Sale of the wireless NES controllers recently announced for the Switch is limited to one per Nintendo account as well.
Console/PC, Social/Online

Got a great idea for a VR/AR talk? Pitch it for GDC 2019's VRDC!  
by Staff [09.14.18]
Got a great AR/VR/MR talk in mind? If it has to do with games or entertainment in general, GDC 2019 is still accepting VRDC talk submissions -- but only until Friday, October 5th at 11:59 pm Pacific!
VR, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: What headphones are right for VR?  
by Gamasutra Community [09.14.18]
Video game composer Winifred Phillips explores headphones designed for VR use, including promising new models, and previously-discussed products that failed to hit retail.
VR, Audio

Nintendo will erase cloud saves once Switch Online subscription ends 5
by Chris Kerr [09.14.18]
"Save data stored with Save Data Cloud cannot be kept outside of the duration of your Nintendo Switch Online membership."
Console/PC, Business/Marketing

Blog: Understanding the design of the 'magic circle' 1
by Gamasutra Community [09.14.18]
The magic circle is a magical world that players step into when entering the world of the game, and it is also very misunderstood from a design perspective.
Design

Treyarch: Being able to adapt is 'most important' aspect of game dev 3
by Chris Kerr [09.14.18]
"Everything tends to work together for a reason. Internally, we have built a culture of adaptation. The most important aspect of game development is being able to adapt."
Console/PC, Production

Twitch appoints first-ever head of diversity and inclusion  
by Chris Kerr [09.14.18]
The appointment comes not long after Riot Games was forced to look at its own company culture after employees past and present complained about sexism and workplace harassment. 
Business/Marketing

Blog: The story of Turkey's video game pioneers 5
by Gamasutra Community [09.14.18]
A fascinating interview with Özgür Özol, designer of Legends of Istanbul: Tulip Warriors, one of the first games developed in Turkey.
Console/PC, Business/Marketing

Head like a hole: The wisdom of Donut County dev Ben Esposito  
by Alex Wawro, Bryant Francis [09.14.18]
Ben Esposito spent six years of his life making a wonderful game about a hole that eats up a California county -- and he learned a lot along the way.
Console/PC, Smartphone/Tablet, Indie, Art, Design, Business/Marketing

Take-Two CEO: U.S. gov't needs to take a stand on China's game trade  
by Alex Wawro [09.13.18]
"Our government actually does need to take a position with regard to our trade with China," Zelnick said this week. "China has been stealing our intellectual property for a really long time. Those things just have to change."
Console/PC, Social/Online, Business/Marketing

Ex-Riot devs net $2.5M to help launch new LA studio Singularity 6  
by Alex Wawro [09.13.18]
There's a new game studio in Los Angeles: Singularity 6, founded by former Riot Games staffers Anthony Leung and Aidan Karabaich with an eye towards creating "genre-defining" online games.
Smartphone/Tablet, Business/Marketing

Video: The risky development of Sword & Sworcery  
by Staff [09.13.18]
In this classic GDC 2012 talk, Capy Games' Nathan Vella outlines the choices made by the team that helped one of the App Store's weirdest games become a critical and financial success.
Indie, Design, Video

Opinion: The dark allure of We. The Revolution  
by Katherine Cross [09.13.18]
Columnist Katherine Cross examines We. The Revolution, a gorgeous strategy-simulation game from Polish studio Polyslash that puts players in the role of a Revolutionary Tribunal during the French Revolution.
Indie, Design

Mobile marketplaces accused of publishing apps violating kids' privacy laws  
by Emma Kidwell [09.13.18]
An analysis by The New York Times examines a lawsuit filed by New Mexico’s attorney general claiming mobile game Fun Kid Racing violated a federal children’s privacy law.
Smartphone/Tablet, Design

Get a job: Nerd Kingdom is hiring a Lead Gameplay Programmer  
by Staff [09.13.18]
Texas-based Nerd Kingdom is looking for an adept lead gameplay programmer to be a key part of its core development team, oversee and manage the operations of several gameplay programmers, and more.
Programming, Recruitment

IGDA collaborates with IEP to bring indie devs online learning resources  
by Emma Kidwell [09.13.18]
The IGDA and IEP are collaborating on providing online lessons aimed at helping indie devs improve the commercial viability of their games.
Indie, Production, Business/Marketing

Finding the balance between too little and too much to do in Destiny 2  
by Alissa McAloon [09.13.18]
“We found with Destiny 2 – and this is the case, I think, on any game – that players don’t want to be told when to stop playing.”
Console/PC, Social/Online, Design

Don't Miss: Creating Assassin's Creed III's memorable seafaring experience 4
by Staff [09.13.18]
One of the most impressive components in Ubisoft's Assassin's Creed III was the game's naval battles. Ubisoft Singapore's Hugues Ricour explains how the studio made that possible.
Console/PC, Design