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November 20, 2018
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Posted by John Harris on 11/19/18 12:24:00 pm in Design, Console/PC, Indie
An interview with ADOM creator Dr. Thomas Biskup, about the game's recent arrival on Steam and various other things, both about it and in general.

Each week I compile a gaming industry insights newsletter that I share with other Rioters, including Riot’s senior leadership. This edition is the public version that I publish broadly every week as well. Opinions are mine.

Posted by Stanislav Costiuc on 11/19/18 12:17:00 pm in Design, Serious
In this streamlined version of a talk I gave about a year ago, let's discuss how games can use interactivity to create strong emotional bonds with the players.

This week's highlights include a look at the U.S. grandmaster vying for the world chess championships, a diary playing through Bethesda's oddly emergent Fallout 76, and a host of other notable pieces.

Posted by John Harris on 11/15/18 11:13:00 am in Design, Art, Console/PC, Indie
Interview with Josh Ge, Creator of the sci-fi, robot-focused roguelike Cogmind, about it and many things about its design and creation.

Posted by Winifred Phillips on 11/13/18 10:34:00 am in Audio, VR
Game composer Winifred Phillips looks at developments with VR platforms & their SDKs, focusing on audio issues. Included: Soundfield for AR, Spatial Sound for AR/MR, audio improvements in the Vive & Oculus SDKs, & audio for the new untethered platforms.





Posted by Caleb Compton on 11/19/18 12:25:00 pm in Business/Marketing, Design, Production
The second in my "Game Designer Spotlight" series, this time focussing on the incredibly prolific Reiner Knizia. I look at his design process and philosophy, and try to figure out how he makes so many darn games!

Posted by Ryan Sumo on 11/19/18 12:23:00 pm in Production, Indie
I talk about some of the productivity tools like Flock, Hacknplan, and Airtable that we use to make making games easier.

Posted by Jair McBain on 11/19/18 12:16:00 pm in Design, Indie
As a brand new, game crafting duo with a burning desire to become sustainable, what we needed on our side was experience, confidence and data. In this article, I will cover what we've learned so far from tackling a 2-month development and release cycle.

Posted by Omey Salvi on 11/19/18 12:15:00 pm in Business/Marketing, Design, Production, Console/PC, Indie
I detail a strategy for indie game development that I'll follow myself to try to make minimum wage making experimental games on Steam. My first game has perma-permadeath. You can only play the game once.

Posted by Michal Azarewicz on 11/19/18 12:12:00 pm in Business/Marketing, Design, Console/PC, Indie
Tate Multimedia's Michal Azarewicz writes about letting your experiences drive your design, iterating on your own passions and talents, and leaving no idea behind in the new motorbike combat racer Steel Rats.

Posted by Francois Bertrand on 11/19/18 12:12:00 pm in Production, Console/PC, Indie
Old School Musical is released. Yay ! It's time to go back 7 years back in time (no joke) to talk about how it started.