Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
July 17, 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

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

ArtCraft Entertainment forms new division to build MMO engine tech  
by Chris Kerr [07.11.18]
Austin indiestudio ArtCraft Entertainment has formed a new division to provide fellow game devs with the tools and tech to create their own MMO titles.
Production, Business/Marketing

Blog: Different ways of shaking the camera in Unity 6
by Gamasutra Community [07.11.18]
The main objective of this blog post is to give you an idea about Camera Shake in Unity3D.
Programming, Design

Tilting Point expands UA Fund with $132M annual investment  
by Chris Kerr [07.11.18]
Mobile game publisher Tilting Point has bolstered its User Acquisition Fund by committing to invest $132 million annually to help devs scale up their game projects.
Production, Business/Marketing

Designing a 'demake' in 2018: The making of PS1 love letter OK/NORMAL 1
by Joel Couture [07.11.18]
The nightmares of the '90s are alive in the work of devs like Toni Kortelahti (aka 98DEMAKE), who chats with Gamasutra about using historical techniques to make his PS1 demake game OK/NORMAL.
Indie, Art, Video

Levine on BioShock: 'I don't think I was conscious of how Jewish it was until afterwards'  
by Alex Wawro [07.10.18]
"When I started thinking about the look of Rapture and Rand, who was a New York Jew...her accent, the way she sounded, all those things brought me back to my childhood," Ken Levine tells Kotaku.
Console/PC, Design

Video: How the animation in Moss creates an emotional experience 1
by Staff [07.10.18]
In this GDC 2018 talk, Polyarc's Richard Licogoes overthe methods he uses to create honest performances for Moss's mouse protagonist, Quill, and the player.
VR, Design, Video

Amy Hennig on being a creative director: 'It takes a level of humility'  
by Emma Kidwell [07.10.18]
Amy Hennig and Mark Cerny discuss the misconceptions around what creative directors actually do.
Console/PC, Production

Blog: Lessons for live game developers from X-Wing 2.0  
by Bryant Francis [07.10.18]
As tabletop games and video games embrace the idea of being developed in perpetuity, here's a few lessons from X-Wing Miniatures' 2.0 edition that can transition to digital games.
Console/PC, Design

Don't Miss: Doing agile QA the BioWare way 14
by Gamasutra Community [07.10.18]
In this timeless blog post, veteran game dev Tulay Tetiker McNally shows how how and why quality assurance should be an integral part of game development, with specific examples from BioWare QA.
Console/PC, Production

ESA: Strong wages and opportunities keep unionization from being a 'significant issue' 6
by Alissa McAloon [07.10.18]
In a conversation with Waypoint, ESA president Michael Gallagher talks about the past and current state of the video game industry and labor organization.

The sound design behind Bethesda's Oblivion and Fallout 3  
by Emma Kidwell [07.10.18]
In a recent video interviewwith Noclip,audiodirector Mark Lampertgoes over the music and soundbehind classic Bethesda titles fromFallout to The Elder Scrolls series.
Console/PC, Audio, Design

Get a job: Embodied is hiring a Game Designer  
by Staff [07.10.18]
Embodied is looking for a Game Designer to join its team in developing products and services that leverage robotics to impact peoples quality of life in meaningful ways.
Design, Recruitment

'Gatcha' is a good fit for Fire Emblem, but it isn't Nintendo's standard for mobile 2
by Alissa McAloon [07.10.18]
Despite reports that Fire Emblem Heroes has been the big earner for Nintendos mobile pool, it isnt resigning to only releasing games that use those same cash-for-random-reward monetization mechanics.
Smartphone/Tablet, Business/Marketing

Blog: Visualizing StarCraft replays with R  
by Gamasutra Community [07.10.18]
Here's how you can use the R programming language to create interesting summarizations of expert StarCraft gameplay.
Console/PC, Programming

How do companies like Nintendo and CD Projekt Red approach crunch? 4
by Alissa McAloon [07.10.18]
"Crunching in our company is actually something that all of the workers think that they need to do right now, because they want to have their work look better, you know?"
Indie, Production

Blog: Behind the AI and storytelling of Spec Ops: The Line  
by Gamasutra Community [07.10.18]
In this article I explore how the horrific story of Spec Ops is held aloft by smart AI systems and designers exploiting them to full effect.
Console/PC, Programming, Design

Attend XRDC for cutting-edge insight into AR data visualization!  
by Staff [07.10.18]
At XRDC in San Francisco this October, IBM's Reena Ganga and Jenna Goldberg will share lessons learned from building AR tools that help data scientists analyze data and present their findings in 3D.
VR, Programming

Blog: Localization project manager boot camp - Part 1  
by Gamasutra Community [07.10.18]
Part 1 of 10 in a localization series for aspiring Localization Project Managers. Here, I will share my knowledge of localization having worked for Activision and Sony on over 100 games.

What game devs can learn from Japan's most interesting puzzle magazine 1
by John Harris [07.10.18]
Gamasutra contributor John Harris explores the logic puzzle designs of the Japanese puzzle company Nikoli (which popularized Sudoku) and shares useful takeaways for curious game devs.
Console/PC, Design

ArenaNet president: Fired devs 'could have chosen not to engage' on social media 65
by Alex Wawro [07.09.18]
"Executives promised us that they wanted us to speak up about the ugly things, the harmful things, and that we wouldnt be punished for doing so," fired ArenaNet staffer Jessica Price tells Polygon.
Social/Online, Business/Marketing