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January 23, 2017
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Updates » Indie
Mike Bithell draws on childhood memories to make accessible game mechanics  
by Alex Wawro [11.15.16]
"That little activity would keep kid-Mike occupied for hours," recalls indie game dev Mike Bithell. "When I was trying to think of accessible family game mechanics, I remembered that."
Smartphone/Tablet, Indie, Business/Marketing, Video

Chinese studio Veewo explores original IPs with Super Phantom Cat  
by Lena LeRay [11.15.16]
"We see branding as one of the major challenges behind mobile game development, so going into a new genre with a brand-new IP was quite risky," says Jason Yeung, CEO of Veewo.
Console/PC, Indie, Video

Come to GDC 2017 for practical insight on contract law for game devs  
by Staff [11.15.16]
Games lawyer Chris Reid returns to the Game Developers Conference next year to deliver a talk titled, appropriately enough, "Practical Contract Law 201 for Indie Developers: Moderately Scary Edition."
Console/PC, Indie, Business/Marketing, GDC

Blog: Making 100 games in 5 years -- The final year 3
by Gamasutra Community [11.15.16]
"Even with a year left, we can already see how this marathon of game development sprints impacts the process of making games: good, bad, and in-between."
Indie, Design, Production

Don't Miss: 6 techniques to make game narratives more dynamic 2
by Staff [11.14.16]
"We've made gameplay experiences feel dynamic, but then the outcome is exactly what we wanted to happen," said The Suffering designer Richard Rouse III. "We can’t hide behind that anymore."
Console/PC, Indie, Design

How speedrunners are unlocking the secret lore of Owlboy  
by Alissa McAloon [11.14.16]
Owlboy's creators say there's enough cut content hidden in the game's code to fill an entire sequel, and speedrunners are searching for ways to use that to their advantage.
Console/PC, Indie, Programming, Video

30 common game pitching mistakes will be explained at GDC 2017  
by Staff [11.14.16]
At GDC 2017, a senior Sony Santa Monica designer who has heard hundreds of game pitches will describe 30 annoying or counter-productive things you should avoid when pitching your game to a publisher.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

Game Design Deep Dive: The folktale structure of Burly Men at Sea 2
by Brooke Condolora [11.14.16]
"Of the many elements that helped establish what we describe as a “folktale adventure,” three contributed most to our design: length, tone, and moral." - Brooke Condolora, co-founder of Brain&Brain
Smartphone/Tablet, Indie, Video, Deep Dive

Video Game Deep Cuts: Nintendo Plays Owlboy  
by Gamasutra Staff [11.14.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, examines why Nintendo 'puts play first' and the decade-long odyssey to create Owlboy.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

Video: Devs share some of the simplest AI tricks in the book  
by Staff [11.11.16]
In a brisk GDC 2015 panel, a handful of AI expertsfrom Insomniac, Maxis and more shared some of their favorite simple tricks for creating better game AI.
Console/PC, Indie, Programming, Design, Video

Don't Miss: The mysterious world of game budgets 11
by Staff [11.11.16]
"I am worried about money, anyone running a project should be." Thumbleweed Park dev Ron Gilbert explains why game devs should always keep a watchful eye on their financials.
Indie, Business/Marketing

Don't Miss: 'You've got to make something that you love' - Designing Dangerous Golf 2
by Staff [11.10.16]
After leaving Criterion in 2014, cofounder Fiona Sperry chats about why she and cofounder Alex Ward's studio Three Fields Entertainment's debut project is an irreverent, destructive golf game.
Indie, Design, Production

Blog: Time well spent? Six months of indie development 8
by Gamasutra Community [11.10.16]
A detailed breakdown of how Ryan Darcey used his time during his first six months as an independent game developer.
Indie, Production

Filling Luna's touchable VR gameworld with 'juicy' feedback  
by Lena LeRay [11.10.16]
Robin Hunicke shares her thoughts about creating a touchable game world with juicy feedback that can serve as an ambassador for the the magic of VR.
VR, Console/PC, Indie, Art, Design, Production, Video

Video: 5 things that can make or break indie game PR 2
by Staff [11.09.16]
“Just making a good game is just not good enough anymore." PR executive Thomas Reisenegger shares his insight on the different factors that can make or break an indie game's marketing campaign at GDC 2016.
Indie, Business/Marketing, Video

Don't Miss: Fran Bow and the appeal of the ambiguous ending  
by Staff [11.09.16]
Having an ambiguous or metaphorical ending can be risky business. But if it's done just right, players will be talking about your game for decades.
Console/PC, Indie, Design

Standout titles from Melbourne International Games Week  
by Katherine Cross [11.09.16]
During my time at Melbourne International Games Week, a few titles stood out to me, which deserve special mention.
Console/PC, Indie, Design

Hook Turn: How the Aussie game industry turned a corner  
by Katherine Cross [11.08.16]
During my week down under for Melbourne International Games Week (MIGW), I set out to find what made the Australian games industry different from its counterparts.
Console/PC, Indie, Business/Marketing

Don't Miss: Using systems to explain systemic problems in Parable of the Polygons 7
by Staff [11.08.16]
Take a look at this interview from 2014 where Niki Case and Vi Hart talk about the design and intent behind the interactive article Parable of the Polygons.
Console/PC, Indie, Programming, Design

How Thumper uses striking visuals to complement gameplay at every turn  
by Alissa McAloon [11.08.16]
The rhythmic action game uses its unique visual style to create a sense of urgency and speed while still clearly and quickly communicating important info to players.
Console/PC, Indie, Art, Design