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July 21, 2017
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Updates » Indie
Gigantic dev make a case for why games should look like candy 1
by Alex Wawro [07.20.17]
"Candy is completely engineered to entice you to pick it up," says Gigantic lead concept artist Vinod Rams in a recent livestreamed chat about the game's design, development, and alluring art style.
Console/PC, Social/Online, Indie, Art, Video

Don't Miss: Making a multi-character RPG narrative in Supergiant's Pyre 4
by Staff [07.20.17]
"We got excited by the idea of the player getting close to an interesting cast of characters over the course of a grand journey, and having some impact over what happened to them," says Supergiant's Greg Kasavin.
Console/PC, Indie, Design

Antihero, Wandersong among 2017 PAX 10 indie showcase picks  
by Alissa McAloon [07.20.17]
The organizers behind the Penny Arcade Expo’s Seattle chapter have named the colorful cast of indie games set to be featured in this year’s PAX 10 showcase.

Devs open up about the agony and the ecstasy of fixing bugs 1
by Alex Wawro [07.19.17]
"Any bug that's in my game, unless it's in the sound middleware, will be my mistake, where I've fucked up," Positech Games' Cliff Harris says in a new Eurogamer feature about why bugs happen, and how devs deal with them.
Console/PC, Indie

Video: Practical tips on how (and why) to focus your indie dev career  
by Staff [07.19.17]
At GDC 2017 indie dev Jenn Sandercock breaks down how, just like a game jam theme, a set of constraints can help guide your overall career as an indie developer in the direction you want to go.
Indie, Design, Video, Vault

New PuzzleScript variant DungeonScript lets you make your own dungeon crawler 1
by Alex Wawro [07.18.17]
Game dev Jarred "Farbs" Woods has debuted DungeonScript, a new spin on open-source HTML 5 puzzle game engine PuzzleScript that's designed to let devs easily create first-person dungeon crawl games.
Indie, Programming, Design

Dodge Roll's debut game Enter the Gungeon surpasses 1 million sold 1
by Alex Wawro [07.17.17]
The folks behind the 2016 roguelike gun-'em-up took to Twitter today to confirm that the game has sold over 1 million copies across PCs, PlayStation 4 and the Xbox One.
Indie, Business/Marketing

Video: Animating Rain World and its many squishy, stretchy creatures  
by Staff [07.17.17]
At GDC 2016, Rain World animators Joar Jakobsson and James Therrien hop onstage to present a detailed breakdown the animation process behind the visually arresting indie game.
Indie, Art, Video, Vault

Tacoma dev argues less can be more when it comes to non-player characters 1
by Alissa McAloon [07.17.17]
Fullbright co-founder Karla Zimonja makes her case for the limited amount of NPCs found in Tacoma and Gone Home.
Indie, Design

Video Game Deep Cuts: The 4D Cyberpunk Fire  
by Gamasutra Staff [07.17.17]
This week's longform game article/video highlights include the Cyberpunk RPG's original author, 4D Toys' brain-bending surreality, Fire Pro Wrestling's resurgence, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Rez's Mizuguchi: Now 'it's possible, genuinely, to move people' with games  
by Alex Wawro [07.14.17]
"Twenty years ago, when I was working on racing games, I couldn't imagine in that way," Tetsuya Mizuguchi told Waypoint. "Now, we can express so much's possible, genuinely, to move people."
Console/PC, Indie, Design

Video: 6 ways of using AI in procedural content generation for games  
by Staff [07.14.17]
at GDC 2017, devs Tyler Coleman, Zach Aikman, Tanya Short, Tarn Adams, Mitu Khandaker-Kokoris, and Luiz Krue share their own tricks for leveraging the power of AI in procedural generation for games.
Console/PC, Indie, Programming, Production, Video, Vault

Marc ten Bosch created an extradimensional game engine for 4D Toys 4
by Chris Priestman [07.14.17]
Marc ten Bosch's says his new mobile title as an "interactive toy." It gives us a taste of the sort of four-dimensional objects he's been playing around with for his long-awaited gameMiegakure.
Smartphone/Tablet, Indie, Art, Design, Video

Struck by scammers, eyes stronger safeguards for devs 1
by Alex Wawro [07.13.17]
The whole thing seems to have been addressed quickly, but devs should know that this sort of thing does happen -- and the team at are intent on making changes to make it harder in the future.
Indie, Business/Marketing

How an indie game became the star of a Nine Inch Nails music video 1
by Alissa McAloon [07.13.17]
Thanks to an unexpected Twitter direct message, Jeff Minter's game Polybius landed the starring role in the video for a Nine Inch Nails single.
Console/PC, Indie, Video

Opinion: Rebooting The Secret World as Secret World Legends 8
by Katherine Cross [07.13.17]
The very notion of this game being an MMO is being walked back, somewhat. The big marketing splashes call it a "SHARED-WORLD ACTION RPG." Not exactly catchy. SWARPG, perhaps, pronounced swar-pee-gee?
Console/PC, Indie, Design

Game Design Deep Dive: Creating a new language for Planet Coaster  
by James Stant [07.13.17]
"When guests are happy, their language can sound smooth and spritely, yet as they become unhappy, their lexicon is characterised by heavier and harsher staccato sounds." - James Stant, Senior Audio Designer at Frontier Developments
Console/PC, Indie, Audio, Deep Dive

Event[0] has an ending so secret even the dev team didn't know about it 1
by Alex Wawro [07.12.17]
The story of how Event[0] developer Emmanuel Corno found out is pretty great, offering a fun example of how bugs can sometimes be interpreted as features intentionally implemented by the dev team.
Indie, Design

Game names are getting shorter over time, and other Steam fun facts  
by Alex Wawro [07.12.17]
If you love weird trivia about the business of selling games, good news: game dev Tim Garbos spent some time on Twitter this week sharing a bunch of fun facts he gleaned from SteamSpy.
Console/PC, Indie, Business/Marketing