Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 26, 2018
arrowPress Releases






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


Blog: Lessons from the Latvian game developers conference 2
by Gamasutra Community [04.20.18]
Indie developers Helen Carmichael and Jake Birkett from Grey Alien Games learned a lot at the recent Latvian game developers conference. Here's Helen's report from the event.
Business/Marketing

Create your own cardboard controllers with free 'gambi_abo' blueprints  
by Chris Kerr [04.20.18]
The brainchild of Enric Llagostera, gambi_abo is a free collection of do-it-yourself instructions for cardboard game controllers designed with accessibility in mind. 
Console/PC, Design

Australian High Court orders Valve to pay $2.4M fine over misleading refund policy 4
by Chris Kerr [04.20.18]
"This important precedent confirms the view that overseas-based companies selling to Australian consumers must abide by our laws."
Console/PC, Business/Marketing

Blog: Breaking the convention commandments  
by Gamasutra Community [04.20.18]
In trying to tease our next game, The Deep End Games decided to try something different. Here, Director Bill Gardner discusses his goals and how it all went in this mini postmortem.
Business/Marketing

Game Design Deep Dive: Dandara's unique jump-only movement mechanic 2
by Joćo Brant [04.20.18]
"By designing natively for different input methods, you can bring life to a completely new game design," writes Dandara dev Joćo Brant in this Deep Dive into the game's unique movement system.
Indie, Design, Deep Dive

Video: Alternative ways to approach concept art 1
by Staff [04.19.18]
In this 2015 GDC session, One Pixel Brush's Shaddy Safadi explains how AAA games need not only concept artists, but concept designers.
Console/PC, Art, Video

Thanks to a cosmetic change, Epic accidentally rebalanced Fortnite's shotguns 12
by Alissa McAloon [04.19.18]
Epic Games decided to change the rarity ranking of Fortnite's in-game shotguns, and the result was an unprecedented change in how each weapon was used.
Console/PC, Social/Online, Design

Oculus overhauls privacy policy and terms of service  
by Emma Kidwell [04.19.18]
Ahead of the EU's GDPR, Oculus implements a new privacy policy and terms of service which will affect global users.
VR, Business/Marketing

Get a job: Shiny Shoe is hiring a Project Manager  
by Staff [04.19.18]
Shiny Shoe is seeking a software project manager that is highly detail oriented and can manage multiple simultaneous projects.
Production, Recruitment

Blog: What happens when you lose your entire test-suite? 5
by Gamasutra Community [04.19.18]
What happens when your QA team loses its entire test-suite? Well, read on as I explore how we lost our test-suite, the reaction, and how ultimately realised it was a blessing in disguise.
Production

Don't Miss: Game design and mind control in Superhot 1
by Staff [04.19.18]
At GDC 2016, game director Piotr Iwanicki detailed Superhot's design process and how its developers ultimately leaned into the "mind control" elements of the game's narrative to build a better game.
Console/PC, Indie, Design

TheWaveVR secures $6M for its social VR platform  
by Alissa McAloon [04.19.18]
The virtual reality startup TheWaveVR has raised a grand total of $6 million for its social music and visual arts platform of the same name.
VR, Business/Marketing

Blog: A postmortem of the Anime Matsuri Expo 1
by Gamasutra Community [04.19.18]
This postmortem is a way for me to share with other indie developers my personal experience as a first time indie game exhibition, the Anime Matsuri Expo.
Business/Marketing

Loot boxes with real-world value deemed unlawful in The Netherlands 6
by Chris Kerr [04.19.18]
The Netherlands Gaming Authority (NGA) had been investigating loot box usage in 10 unnamed titles after concerns were raised by players, parents, and those working in addiction care.
Console/PC, Business/Marketing

Blog: Designing countermoves in PvP games 1
by Gamasutra Community [04.19.18]
As game designers, how do we encourage players to play better and longer in our games? One effective way is to design countermoves -- emergent solution to specific problems.
Design

Crossfire developer Smilegate closes Berlin studio  
by Chris Kerr [04.19.18]
The South Korean company began branching out into Europe back in December 2016, and opened its Berlin office in February 2017.
Console/PC, Business/Marketing

Q&A: Being OK with being lost in Capy's Below  
by Kris Graft [04.19.18]
We speak with Kris Piotrowski, game director on Capy's Below, to talk about the joy of exploration, having faith in players' brains, and, of course, beautiful 4K grass.
Console/PC, Indie, Design

How the West was fun: Have a look at West of Loathing's design doc 3
by Alex Wawro [04.18.18]
It's a well-written and cheeky example of a game design doc, as well as perhaps the only example of a public design doc for a comedy RPG set in a Wild West populated entirely by stick figures.
Indie, Design

Into the Breach's designers explain how to follow up from a hit game  
by Bryant Francis [04.18.18]
The makers of FTL and Into the Breach dropped by to discuss their design process and their thoughts about following up on a smash hit game.
Console/PC, Design, Video

How to market a game with minimal budget  
by Staff [04.18.18]
No More Robots' Mike Rose shares how he got press, streamers, YouTubers, deals, and sales for the procedurally generated biking game Descenders.
Indie, Business/Marketing, Video