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July 29, 2016
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Updates » IGF
Road to the IGF: Kenny Sun's Circa Infinity  
by Phill Cameron [02.22.16]
"And then I decided to participate in the Ludum Dare for some reason. And then I came up with the concept."
Console/PC, Indie, Art, Design, Production, Video, IGF

Road to the IGF: Pol Clarissou's Orchids to Dusk  
by Phill Cameron [02.19.16]
"Lots of games give as much agency as possible to the player and build the game around them, I wanted to make something where your interaction wasn't one where everything revolves around you."
Console/PC, Indie, Art, Design, Production, Video, IGF

Road to the IGF: Bonfire Games' Pitfall Planet  
by Phill Cameron [02.18.16]
"A lot of games add co-op by having both players play an essentially single player game at the same time, but we wanted to try and really take advantage of the multiplayer component."
Console/PC, Indie, Design, Production, Video, IGF

Road to the IGF: Sam Barlow's Her Story Exclusive  
by Alex Wawro [02.17.16]
Developer Sam Barlow opens up about why the game was made and how he wound up using two dusty old VHS players to create one of the the IGF 2016's Grand Prize nominees.
Indie, Art, Audio, Design, Production, Exclusive, IGF

Road to the IGF: Speelbaars' Lumini  
by Christian Nutt [02.16.16]
"The soundtrack is fully dynamic. The music changes in each environment and when the characters are in danger. It triggers emotions and tells stories in interesting areas."
Indie, Design, Video, IGF

Vote now for the 2016 IGF and Game Developers Choice Audience Awards!  
by Staff [02.12.16]
Cast your votes for both the Game Developers Choice Audience Award and the Independent Games Festival Audience Award , from now until voting closes next Friday, February 19th at 11:59 PM PT.
Console/PC, Social/Online, Indie, GDC, IGF

Road to the IGF: Zachtronics' Infinifactory  
by Kris Graft [02.12.16]
"All of Infinifactory's mechanics were invented from scratch to create an open-ended system that resulted in solutions reminiscent of actual factories."
Console/PC, Indie, Design, Video, IGF

Road to the IGF: League of Geeks' Armello  
by Alex Wawro [02.11.16]
"Our initial pitch for the game was 'Kung Fu Panda crossed with Game of Thrones,'" says Ty Carey, League of Geeks cofounder and Armello art director.
Indie, Art, Design, IGF

Road to the IGF: KO_OP's GNOG  
by Phill Cameron [02.10.16]
"Everything had shaders and lighting but it didn't quite look like what I wanted. So I tried to make it look as close as possible to my 2D art. That's where we decided to remove lighting."
Console/PC, Indie, Art, Design, Video, IGF

Road to the IGF: Garbos, Kvale and Nyström's Progress to 100  
by Phill Cameron [02.09.16]
"I completely stopped looking at an iPhone as a touch screen device and started looking at it as a magic little box full of possibilities."
Smartphone/Tablet, Indie, Art, Design, Production, Video, IGF

Road to the IGF: Red Hook Studios' Darkest Dungeon  
by Kris Graft [02.08.16]
'Developing in Early Access is like working while naked in a transparent cube suspended above Times Square. But Darkest Dungeon is a stronger game for having gone through it.'
Indie, Audio, Design, Production, Video, IGF

Road to the IGF: Night School Studio's Oxenfree  
by Bryant Francis [02.04.16]
Oxenfree's watercolor art style has earned it a nomination for the IGF Award in Excellence in Visual Art. Lead designer Sean Krankel explains how its visual design impacted gameplay.  
Art, Design, IGF

Road to the IGF: Ramallo and Kanaga's Panoramical  
by Kris Graft [02.03.16]
You don't simply play this game--you orchestrate an audiovisual performance. The soundscapes and landscapes can be manipulated using a standard joypad, a keyboard and mouse, or a MIDI controller.
Indie, Audio, Design, Production, Video, IGF

Road to the Student IGF: Beglitched  
by Chris Baker [02.02.16]
'I was immediately hooked on the idea of cyberpunk that wasn't dark, green, and gritty,' says Alec Thomson. 'Frank Lantz ultimately came up with the term cyberpink; blame him for that one.'
Console/PC, Indie, Art, Design, Production, Video, IGF

Road to the Student IGF: Gabe Cuzzillo's Ape Out  
by Chris Baker [02.01.16]
'The concept evolved from experiments with a top down stealth game. The way that enemies can become shields and weapons kind of just fell out of the verbs--grabbing and pushing.'
Console/PC, Indie, Design, IGF

Road to the IGF: Steel Crate Games' Keep Talking and Nobody Explodes  
by Kris Graft [01.29.16]
"We decided to make a VR game where the spectators could be involved in some way and really take advantage of the differing viewpoint they had," says Ben Kane of Steel Crate Games.
VR, Indie, Design, Video, IGF

Road to the IGF: Star Maid's Cibele  
by Chris Baker [01.28.16]
'It would be easy to make myself look cool in a game about myself, but that's not my goal,' says Nina Freeman. 'I want to be honest, which doesn't always make me look cool in the game story.'
Indie, Programming, Art, Audio, Design, Production, Video, IGF

Road to the IGF: Superhot Team's Superhot 3
by Bryant Francis [01.27.16]
'The core design of the FPS was largely unchanged since the original Doom. It’s nice to see that players want more innovation in the genre than auto-regenerating health instead of med-kits.'
Indie, Design, Video, IGF

Road to the Student IGF: Chambara by Team OK Games  
by Chris Baker [01.25.16]
This impressive student game uses its limited color palette to create a striking aesthetic...and to create a unique local multiplayer combat experience.
Indie, Design, Production, Business/Marketing, IGF

Road to the IGF: Northway Games' and Radial Games' Fantastic Contraption  
by Bryant Francis [01.22.16]
The team at Northway Games discuss the creation of creating a bizarre yet utterly intuitive gizmo creation game that takes full advantage of the VR capabilities of the HTC Vive.
Programming, Audio, Design, Production, IGF