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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

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Todd Howard: Games as a service 'doesn't mark the future' 3
by Chris Kerr [07.05.18]
"Anyone who has ever said 'this is the future and this part of gaming is dead' has been proven wrong every single time."
Design, Business/Marketing

Conan Exiles tops 1.4M sales to become best-selling title in Funcom history  
by Chris Kerr [07.05.18]
The studio broke the news today, revealing the open-world survival game has broken the previous record set by Age of Conan: Hyborian Adventures.
Console/PC, Business/Marketing

Launching a successful indie game in 2018: The Moonlighter story  
by Carli Velocci [07.05.18]
Javier Gimenez, CEO of Moonlighterdev Digital Sun, speaks to Gamasutra about how the studio funded and launched its first original game after years of being a contractor for other companies.
Indie, Design

Blog: 10 lessons from making 100 games in five years 3
by Gamasutra Community [07.04.18]
What can be gained from long-term rapid development -- say, making 100 games in five years? Here, well condense and sort that experience into 10 compact lessons.
Design, Production

NeverEnding Story: Ubisoft keen to move away from 'finite' experiences 6
by Chris Kerr [07.04.18]
"We build a strong nemesis, and the goal of the game is to kill him or free the country, we've done that a few times in our games. But when you succeed, you have to leave the game, because there is nothing else to do."

Blog: Choosing a project management tool for game development 5
by Gamasutra Community [07.04.18]
Choosing a project management tool for your game development process can be overwhelming. There's a whole myriad of options, so where do you start?

Pokemon Quest nets $3M in revenue during first week on mobile  
by Chris Kerr [07.04.18]
An estimated 56 percent of that revenue was pulled in through the iOS App Store, with the remaining 44 percent being attributed to the Google Play marketplace.
Smartphone/Tablet, Business/Marketing

Blog: How to create homing missiles in-game with Unity 2
by Gamasutra Community [07.04.18]
The main objective of this post is to give a brief introduction to Homing Missiles in Game (2D). A script for Homing missile is also included and explained in the article.
Programming, Design

Designing and building a robust, comprehensive achievement system 4
by Gamasutra Community [07.04.18]
Developer Josh Ge walks through coding achievements for Cogmind: why and how they were chosen, the creation of 256 icons, and the implementation -- including related UI features and Steam integration.
Indie, Design

Google reveals how DeepMind AI learned to play Quake III Arena like a pro  
by Alex Wawro [07.03.18]
A team of Google DeepMind researchers have trained AI agents to 'act independently, yet learn to interact and cooperate with other agents' by letting them play CTF in (what else?)Quake III Arena.
Social/Online, Programming, Video

Video: How looking at sales data can help devs understand Steam  
by Staff [07.03.18]
In this 2018 GDC session, No More Robots' Mike Rose helps developers get realistic about how well PC games are truly selling by using deep sales data and an understanding of the Steam Marketplace.

Dying Light 2's Chris Avellone compares dev work to tabletop games  
by Emma Kidwell [07.03.18]
Game designer Chris Avellone compares how working in video games is similar to being a gamemasterfora tabletop game.
Console/PC, Design

Don't Miss: Shenmue director Yu Suzuki shares his unique approach to game design  
by Staff [07.03.18]
In this classic video, Shenmue director and designer Yu Suzuki appears onstage at GDC 2000 to talk frankly (with the help of an interpreter) about his unique approach to game design.

15 indie games highlighted in Smithsonian SAAM Arcade event  
by Alissa McAloon [07.03.18]
Each featured game either transforms real-world spaces in which they are played, inspires a strong community or social space, or makes interesting use of board or level design.

Bethesda implies Sony is preventing cross-play in Fallout 76 1
by Emma Kidwell [07.03.18]
Bethesda Game Studios' Todd Howard suggests there is no cross-play in Fallout 76 due to resistance from Sony.
Console/PC, Production, Business/Marketing

Get a job: Skydance Interactive is hiring an AI Gameplay Engineer  
by Staff [07.03.18]
Skydance Interactive is looking for an AI Gameplay Engineer to maintain and extend major game subsystems, create and optimizing gameplay elements, and more as a member of its team in Marina Del Rey.
Programming, Recruitment

Failbetter Games spearheads Love Indies Week' for elevating devs and communities  
by Alissa McAloon [07.03.18]
Failbetter Games has put together an event that aims to celebrate indie games and the communities that support them, all while highlighting how reviews can help indie devs.
Social/Online, Indie

After initial refusal, We Happy Few granted R 18+ rating in Australia 2
by Alissa McAloon [07.03.18]
We Happy Few was denied classification by Australias Classification Board back in May, but the organizations Review Board has now reconsidered that ruling and instead allowed the game an R 18+ rating.
Console/PC, Business/Marketing

Blog: Shaping narrative through level design in Dead Body Falls  
by Gamasutra Community [07.03.18]
Dead Body Falls takes place in a fictional hotel, with a disturbing and lonely setting designed to unnerve players. But how did we shape our narrative through level design to achieve that goal?

Come to XRDC for expert advice on launching cross-platform AR games!  
by Staff [07.03.18]
At XRDC in October, 8th Wall's Iman Mostafaviwill share lessons learned about bringing an augmented reality game to market on multiplemobileplatforms.
VR, Design, Business/Marketing