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February 12, 2016
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Updates » 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 Armelloart 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 Nystrm'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 usinga 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 2
by Bryant Francis [01.27.16]
'The core design of the FPS was largely unchanged since the original Doom. Its 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

Road to the IGF: Noio and Licorice's Kingdom 2
by Bryant Francis [01.20.16]
We spoke with designer Thomas van den Berg to talk aboutKingdom'sorigins, and the challenges of creating a procedurally-generated game.
Design, IGF

Road to the IGF: Dinosaur Polo Club's Mini Metro Exclusive  
by Alex Wawro [01.18.16]
Gamasutra's Road to the IGF continues in this interview with developer Peter Curry about how Dinosaur Polo Club built Mini Metro from a jam game into a strikingly streamlined transit puzzle game.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, IGF

Road to the IGF: Question's The Magic Circle Exclusive 4
by Alex Wawro [01.15.16]
Road to the IGF 2016 continues as Question's own Stephen Alexander, Kain Shin and Jordan Thomas chat with Gamasutra about The Magic Circle, the IGF award-nominated game that lampoons game development.
Indie, Programming, Design, Production, Business/Marketing, Exclusive, IGF

Road to the IGF: Hanako Games' Black Closet  
by Alex Wawro [01.14.16]
Gamasutra kicks off its 2016 Road to the IGF series of interviews with IGF award-nominated devs by chatting with Georgina Bensley about her remarkable schoolgirl noir mystery game Black Closet.
Indie, Art, Design, Production, IGF

2016 Independent Games Festival debuts finalists 1
by Staff [01.06.16]
The 2016 Independent Games Festival juries have announced finalists for the world's leading indie games showcase, including titles like Superhot, Darkest Dungeon, Her Story and Mini Metro.
Indie, GDC, IGF

Here are your Audio, Visual Art and Narrative juries for IGF 2016  
by Staff [12.18.15]
The final three juries behind the GDC 2016 Independent Games Festival come together as a diverse lineup of developers and industry professionals sign on to decide the finalists for the March awards.
Indie, Art, Audio, Design, IGF

Here are your Design, Nuovo and Student award juries for IGF 2016  
by Staff [12.14.15]
The juries behind the GDC 2016 Independent Games Festival come together as a diverse lineup of lauded developers and industry professionals sign on to decide the finalists for the March awards.
Indie, Art, Design, IGF