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April 25, 2018
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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 apublic design docfor a comedyRPG 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

How psychological experiments influenced the design of Vault 11 in Fallout: New Vegas  
by Emma Kidwell [04.18.18]
Former Obsidian Entertainment designer Eric Fenstermaker discusses how Vault 11 was designed in Fallout: New Vegas.
Console/PC, Design

Twitch reportedly affected by IP address bans in Russia 1
by Emma Kidwell [04.18.18]
IP addresses owned by Amazon and Google have reportedly been blocked in Russia, with Twitch being one of the web sites affected.
Console/PC, Business/Marketing

Weekly Jobs Roundup: Monomi Park, Visual Concepts, and more are hiring now!  
by Staff [04.18.18]
Gamasutra's Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.
Programming, Art, Production, Recruitment

Fortnite mobile nabbed $25M in revenue during its first month  
by Alissa McAloon [04.18.18]
Epic Games mobile release of its popular free-to-play battle royale title grossed $25 million worldwide during its first 30 days out.
Smartphone/Tablet

Don't Miss: What is your game actually about? 8
by Staff [04.18.18]
In this reprint from the February 2010 issue of GD Mag, Civilization IV lead Soren Johnson talks about the difference between a game's "theme" and its "meaning."
Design

Life is Strange dev Dontnod headed toward an IPO  
by Alissa McAloon [04.18.18]
The French development studio has filed the paperwork necessary to list on the Euronext Growth stock exchange.
Business/Marketing

Blog: Breaking down the technologies of Civilization 2
by Gamasutra Community [04.18.18]
Why Not Games programmer and designers breaks down the various technologies present in Civilization.
Design

Blog: Creating a hard AI for Terra Mystica 1
by Gamasutra Community [04.18.18]
Digidiced has been trying to produce a hard AI for Terra Mystica using machine learning, but our results have been a lot less impressive than we were hoping for.
Programming, Design

Chat with the developers behind Into the Breach at 3PM EDT  
by Bryant Francis [04.18.18]
We're chatting with the minds who brought you Into the Breach at 3PM EDT. Come by and ask questions!
Console/PC, Design, Video