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:


Don't Miss: 7 works of interactive fiction that every developer should study 3
by Staff [04.23.18]
Gamasutra reached out to several esteemed creators of interactive fiction, and asked them for their recommendations of great works of IF that are instructive exemplars of what the medium is capable of.
Console/PC, Indie, Design

Hearthstone executive producer Hamilton Chu leaves Blizzard  
by Alissa McAloon [04.23.18]
A second high-profile member of the Hearthstone development team has left Blizzard as Hamilton Chu departs to “start something new.”
Console/PC, Smartphone/Tablet, Business/Marketing

GOG is getting more Steam-like with addition of new social features 2
by Alissa McAloon [04.23.18]
The digital games platform GOG has introduced a batch of new social features to its web client like a gameplay feed and new player profiles.
Console/PC, Social/Online

Blog: How Tencent dominated the $22B games deals market 1
by Chris Kerr [04.23.18]
Tencent participated in >$4 of every $10 invested and >3/4 of all M&A value for games globally in the last 12 months. Plus Q1 saw total games market record >$2.1B investment and >$14.4B M&A.
Business/Marketing

Sponsored: How Shopify enables game developers to monetize with merch  
by Corey Pollock, Product Manager, Shopify [04.23.18]
If you're not selling merchandise from right inside your game, you may be leaving money on the table. Corey Pollock explains how Shopify can help game devs take advantage of the rapidly-growing merchandising segment.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Sponsored Article

Blog: Why try-fail cycles are vital for telling interesting stories 2
by Gamasutra Community [04.23.18]
Games as power fantasies result in success after success for player character, which is exacltyl why a try-fail cycle is vital if you want to tell interesting stories.
Design

Terminal Reality is suing Microsoft over shadow and lighting patents 1
by Chris Kerr [04.23.18]
While primarily known as a developer, Terminal also created a variety of game engines, including the Infernal Engine that's at the heart of this case. 
Programming, Production, Business/Marketing

Blog: Let's talk about scriptable render pipelines in Unity 2
by Gamasutra Community [04.23.18]
I did some research and wrote an upcoming experimental Unity feature: Scriptable Rendering Pipelines. Why? Because it concerns you, it concerns me. It will eventually change the way you have to work.
Production

Valve acquires Firewatch creator Campo Santo 1
by Chris Kerr [04.23.18]
"We had a series of long conversations with the people at Valve, and everyone shared the satisfaction we take in working with people whose talents dwarf our own."
Console/PC, Business/Marketing

The animation and game design details that make Iconoclasts sing  
by Bryant Francis [04.23.18]
Iconoclasts creator Joakim Sandberg shares some helpful thoughts on game animation, boss design, and functional weapon cones in side-scrolling games.
Console/PC, Indie, Art, Design, Video

Video Game Deep Cuts: Rise Of The Ambient Parent Jam  
by Gamasutra Staff [04.22.18]
This week's highlights include a piece on Zelda & ambient video games, the role of parents in games like God Of War, and a NBA Jam making-of video.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Production, Business/Marketing

The challenge of making BattleTech's first two hours matter  
by Bryant Francis [04.20.18]
Two of BattleTech's lead developers tell us about introducing players to complicated game systems while trying to make their first 2 hours as memorable as possible.
Console/PC, Design, Video

Video: The qualities that make for a good producer  
by Staff [04.20.18]
In this 2016 GDC session, Gearbox Software's Aaron Thibault discusses the qualities that make for a good producer.
Console/PC, Production, Video

CCP chief: EVE dev's move to leave VR due to risk, not loss of faith  
by Emma Kidwell [04.20.18]
In an interview with Rock Paper Shotgun, Hilmar Veigar Pétursson discusses why CCP Games pulled out of VR development.
VR, Design

Get a job: Sucker Punch Productions is hiring a Lead Lighting Artist  
by Staff [04.20.18]
The Seattle-based studio is looking for a talented Lead Lighting artist with a solid understanding of current run-time rendering technologies to illuminate the world of Ghost of Tsushima.
Art, Recruitment

The infamous FMV game Night Trap is headed to the Nintendo Switch after all  
by Alissa McAloon [04.20.18]
Courtesy of Limited Run Games, the once-controversial FMV game is launching on the Switch nearly 25 years after Nintendo’s then-SVP said it’d never appear on any of its platforms.
Console/PC, Indie, Video

Hearthstone game director Ben Brode departs Blizzard  
by Alissa McAloon [04.20.18]
Brode, who has worked on Hearthstone for 10 of his 15 years at Blizzard, has announced that he is leaving Blizzard to 'take a crazy risk' and help start a game development company of his own.
Console/PC, Social/Online, Smartphone/Tablet

Blog: How the Rubik's Cube inspired a laid-back Atari puzzler  
by Gamasutra Community [04.20.18]
An excerpt from '21 Unexpected Games to Love For The Atari VCS,' exploring why the Atari Video Cube isn't anything like a real Rubik's Cube. It's a lot more accessible!
Design

Learn the secrets behind reviving BattleTech today at 4PM EDT  
by Bryant Francis [04.20.18]
We're talking to two of the lead developers behind the new BattleTech at 4PM EDT. Come ask your questions!
Console/PC, Design, Video

Capcom scrapping Puzzle Fighter to focus on Dead Rising  
by Chris Kerr [04.20.18]
The mobile version of the arcade classic only launched in November last year, but has already been deemed surplus to requirements.
Console/PC, Smartphone/Tablet, Business/Marketing