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April 25, 2018
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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 classicSystem 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 2018Splatoonand Splatoon 2producer Hisashi Nogamishareshis 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

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 didnt 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 RockstarNorth was 64 percent lower (!) than the average pay of men at the company.
Serious, Business/Marketing