Gamasutra (48)

Nintendo Switch worldwide sales top 10M units

The Nintendo Switch has now sold-through more than 10 million units since launching on March 3, 2017.  ...

Blog: Using intention and meaning to add depth

A series of questions and examples I use to inspire creativity while designing fail states. I hope this can be useful for anyone that wants to be more innovative when dealing with player death. ...

Bury Me, My Love and the emotional rollercoaster of making a video game

Bury Me, My Love creative director Florent Maurin walks through every step of the dev team's very intense 18 months building the striking game about a Syrian migrant's journey to Europe. ...

New Zealand says lootboxes 'do not meet the legal definition for gambling'

New Zealand's gambling regulator--the Gambling Compliance office of its Department of Internal Affairs--has told Gamasutra that "the Department is of the view that loot boxes do not meet the legal definition of gambling." ...

Ubisoft Milan on the pitching process of Mario + Rabbids Kingdom Battle

Ubisoft Milan's Dario Migliavacca and Davide Soliani discuss their experience working with Nintendo on Mario + Rabbids Kingdom Battle and the challenges of working with an established IP. ...

Video: The making of Little Inferno

In this 2014 GDC session, Tomorrow Corporation's Kyle Gray discusses the development process of Little Inferno. ...

Get a job: TheWaveVR is hiring a Game Designer

TheWaveVR is looking for a Game Designer/Product Manager to be in charge of designing, implementing, and tuning game mechanics in its music concert platform TheWaveVR. ...

You Must be 18 or Older to Enter cut from Steam over pornography concerns

Valve quietly pulled SeeminglyPointless' offbeat horror game from the Steam Store, later telling the developer that it had been classified as porn. ...

Best of 2017: How to design decisions that feel intimately difficult

Kuba Stokalski, lead designer at 11 bit Studios, explores the conflict at the heart of many choices in This War of Mine - and examines how it can be used in other contexts. ...

Apple's evolving rules make iOS a hard platform for small devs, says Year Walk dev

Keeping a game from being phased out of Apple's App Store means devs have to keep it supporting it perpetually, something some devs are finding hard to justify. ...

Come to GDC 2018 and see how Owlchemy brought Rick & Morty into VR

Owlchemy Labs' Alex Schwartz and Devin Reimer will break down the successes, failures, and lessons learned during the development of the game, published earlier this year by Adult Swim. ...

Blog: Exploring the link between light distribution and art direction

A brief look at the importance of bidirectional reflectance distribution functions in stylized work, which is often overlooked in favor of simply changing art assets. ...

Ubisoft delays projects after Assassin's Creed: Origins finds success

Ubisoft has delayed Far Cry 5, The Crew 2, and another unannounced project to give its development teams more time to add polish.  ...

GDC partners with Unity to present the Unity 3D Game Art Challenge!

Organizers of the Unity 3D Game Art Challenge are looking for the most beautiful and skillfully-created 3D games made in Unity. Submit by December 31st to show your game at GDC! ...

Video Game Deep Cuts: A Far Cry From Wizard-Sniffing

This week's top game articles/videos include the story behind Far Cry 5, a wizard-sniffing text adventure, the hillbillies of Grand Theft Auto Online, and lots more. ...

Blog: Make games inspired by the public domain

Public domain works-based games aren't something you should fear or hate. In fact, I believe we should make more games that use public domain licenses. ...

Boss Key co-founder Arjan Brussee departs to rejoin Epic Games

Boss Key co-founder and COO Arjan Brussee is leaving the LawBreakers developer and heading back to Epic Games.  ...

What devs are saying about the design of Animal Crossing: Pocket Camp

Game makers have been buzzing about Nintendo's new mobile Animal Crossing, and here devs around the industry analyze Pocket Camp's monetization design, controls, aesthetic, and more. ...

Environmental artist Jane Ng only made 23 unique trees for Firewatch

Jane Ng is lead artist at Campo Santo and presented at the NYU Game Center lecture series about the environmental art of Firewatch, discussing how she only created 23 unique trees for the entire game. ...

Reigns: Her Majesty's Francois Alliot on making a more complex swipe-em-up

We talked to the lead developer of Reigns: Her Majesty about the art and business about making weird games about being royalty. ...

Video: Why real time-destruction is the core of Rainbow Six: Siege

In this 2016 GDC session Ubisoft's Julien L'Heureux discusses the process of developing and implementing the destruction engine Realblast into Rainbow Six: Siege. ...

Best of 2017: Breaking down Rainbow Six: Siege's dynamic audio in destructible levels

"By using a series of strategically placed points in the map, called Propagation Nodes, we are able to calculate the lower cost paths of a sound between the listener and the source." ...

Get a job: Supergiant Games is hiring a Technical Designer

Supergiant Games, the independent studio behind Bastion, Transistor, and Pyre, is seeking a technical designer to join its creative team to help implement, iterate on, and debug game systems and content. ...

Finding the right beats in Cosmo D's surreal The Norwood Suite

Game designer and musician Greg Heffernan walks Gamasutra through the process of blending inspirations as diverse as jazz and immersive sims to build his first-person thriller The Norwood Suite. ...

Report: Steam's 'Curator Connect' overhaul is now live for devs and curators

Without much pomp and circumstance, Valve has quietly flipped its 'Curator Connect' system live for both developers and curators using the digital distribution platform. ...

Blog: Design changes that made sequels worse

A look at some design changes in sequels that should've result in better games, but didn't. ...

GDC Speaker Q& A: Reclaiming creativity in the face of hardship

Laralyn McWilliams is Chief Creative Officer at Skydance Interactive and will be at GDC 2018 to present the talk You're Not Broken: Finding Your Creative Way Through Difficult Times. ...

Attend GDC 2018 and learn how XCOM 2's procedural level design works

At GDC 2018 next March Firaxis' Brian Hess will walk you through the trials and tribulations of designing and implementing such a system, as well as the benefits it offers and problems to avoid. ...

Blog: Getting up to speed in your new job

It takes a lot of effort to get up to speed when you start a new job. Here are a few of the strategies that I used. ...

Bethesda donates $100K to ESA Foundation to foster diversity

Bethesda has made a hefty $100,000 donation to the ESA Foundation's scholarship program to help get more women and minority students into games. ...

Blog: Examining the different kinds of difficulty in games

With Cuphead reigniting discussions about difficult games it is worth spending some time examining some of the ways in which a game can be difficult. ...

Zelda: Breath of the Wild takes top honor at The Game Awards

Nintendo had a good time at The Game Awards last night, with The Legend of Zelda: Breath of the Wild taking home the coveted Game of the Year award.  ...

Chat with the lead developer of Reigns: Her Majesty at 1PM EST

We're talking to the narrative-minded man behind Reigns: Her Majesty today at 1PM EST. So be sure to join us live on the Gamasutra Twitch channel for some behind the scenes action. ...

Designing a domestic hunter-killer thriller the Hello Neighbor way

Dynamic Pixels lead designer Nikita Kolesnikov tells Gamasutra a tale of how the small mobile studio scaled up to build a stealth horror game with a terrifying AI -- and what went awry along the way. ...

Line Wobbler dev creates a playable Christmas tree in London

Game designer Rob Baumgarten created The Games Tree, a playable Christmas tree installation on display in London funded through a partnership with Games London and Network Rail. ...

Video: Ride along as HBO looks back at the development of a Westworld VR installation

HBO's Colin Foran discusses the development of WestWorld: A Delos Experience, a room scale VR installation. ...

Patreon's service fees will soon be owed by the supporter, not the creator

Update: Patreon has inverted how it collects per-pledge processing fees, a move which has many developers, artists, and creators on the platform worried their low-tier pledges will take a hit. ...

Get a job: Sony PlayStation is hiring a Sr. Technical Project Manager

Sony PlayStation's Product Strategy & Planning team is looking for a Senior Technical Project Manager to manage projects from initial conception and planning to execution and operational phases. ...

PlayRaven partners with Improbable for first SpatialOS-powered mobile MMO

Due for a full reveal in 2018, PlayRaven's Project Metro is the first mobile title to make use of Improbable's cloud-computing technology. ...

Steam now lets devs know what platform users are wishlisting on

Steam now tracks which platform interested parties have marked when wishlisting a game and feeds that information back to developers. ...

Don't Miss: Creating an adaptive narrative in Reigns

"As soon as we weighted the decisions of the player with consequences on the 4 dimensions of power, we gave a lot of meaning to very simple swiping gestures," says François Alliot, creator of Reigns ...

Old Man's Journey, Splitter Critters, and Hidden Folks among Apple's Best of 2017

Apple has named seven games and over fifty game developers in its annual 'Best of' app store breakdown. ...

Opinion: This is the game industry's last chance for lootbox self-regulation

Gamasutra contributor Katherine Cross interrogates the notion of regulating gambling-esque "lootbox" mechanics and calls on the game industry to get its house in order -- before higher powers step in. ...

Blog: Stress testing Unity's LLAPI, what are the limits?

Explore the what and whys of Unity's networking options and use NetTest to put the latest version of the LLAPI through its paces. ...

Attend GDC 2018 and see how Kongregate built F2P hit Animation Throwdown

At GDC 2018 Kongregate's Katrina Wolfe and Peter Eykemans will explain howAnimation Throwdown was made by a skeleton crew split between 2 developers, 1 publisher, 1 IP owner, and 5 individual IPs. ...

Crytek partners with new startup to launch cryptocurrency for games

Developer-publisher Crytek has partnered with startup Crycash to launch a new cryptocurrency for video games.  ...

Blog: Why blockchain technologies must be humble to survive

Some of the most popular blockchain solutions have been ones that create marketplaces for in-game purchases. Those models however, excludes the role of game developers and publishers. ...

Accounting co-developer Squanchtendo rebrands to avoid Nintendo confusion

Squanchtendo, the virtual reality studio formed by Rick and Morty co-creator Justin Roiland and former Epic Games exec producer Tanya Watson, has rebranded.  ...