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November 16, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Indie
Don't Miss: The rocket science behind Rocket League's physics 1
by Staff [07.05.18]
Psyonix's Jared Cone offers a behind-the-scenes look at specific game design decisions and implementation details that made the networked physics of Rocket League so successful.
Console/PC, Indie, Design

Launching a successful indie game in 2018: The Moonlighter story  
by Carli Velocci [07.05.18]
Javier Gimenez, CEO of Moonlighter dev Digital Sun, speaks to Gamasutra about how the studio funded and launched its first original game after years of being a contractor for other companies.
Indie, Design

Designing and building a robust, comprehensive achievement system 4
by Gamasutra Community [07.04.18]
Developer Josh Ge walks through coding achievements for Cogmind: why and how they were chosen, the creation of 256 icons, and the implementation -- including related UI features and Steam integration.
Indie, Design

15 indie games highlighted in Smithsonian SAAM Arcade event  
by Alissa McAloon [07.03.18]
Each featured game either transforms real-world spaces in which they are played, inspires a strong community or social space, or makes interesting use of board or level design. 
Indie

Failbetter Games spearheads Love Indies Week' for elevating devs and communities  
by Alissa McAloon [07.03.18]
Failbetter Games has put together an event that aims to celebrate indie games and the communities that support them, all while highlighting how reviews can help indie devs.
Social/Online, Indie

Vlambeer's Ismail sees promise in the hybrid of triple-A and indie dev 4
by Alex Wawro [07.02.18]
"I’m excited about the hybrid," Ismail told GamesBeat. "About seeing indie studios tackle that [$5M-$10M] gap in the industry...not quite big enough to be triple-A and not small enough to be indie."
Indie, Business/Marketing

Recreating the look of Breath of the Wild with Unity VFX 2
by Gamasutra Community [07.02.18]
Brazilian VFX artist Gregory Silva explains some of the techniques, animations and shaders he used to recreate some of the VFX from the game The Legend of Zelda: Breath of the Wild in Unity.
Indie, Art

Video Game Deep Cuts: Inside The RNG Tetris Effect  
by Gamasutra Staff [07.01.18]
This week's highlights include a piece on random number generation in classic games, what the upcoming Tetris Effect can learn from other classic updates, & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Changes to the Google Play Store are putting thousands of indie devs at risk 28
by Gamasutra Community [06.28.18]
"At first, it looked like a normal fluctuation...By Monday morning, most of them lost from 80% to 90% of new organic traffic. They are now all in the same boat, that is about to sink."
Smartphone/Tablet, Indie

Amy Hennig has departed EA to take up independent development 1
by Alissa McAloon [06.28.18]
Amy Hennig has departed Electronic Arts, telling Eurogamer that she officially left the company (and her role as creative director on EA Vancouver’s unnamed Star Wars game) in January.
Indie

What Mike Bithell learned in writing his first sequel: Quarantine Circular  
by Samuel Horti [06.28.18]
"There’s going to be more people doing this kind of thing going forward because it removes some of the technical risk," Bithell says after making first Subsurface, then Quarantine Circular.
Indie, Design

Nintendo's Fils-Aime commits to improving Switch storefront curation 1
by Alex Wawro [06.27.18]
"We have a significant global focus on driving our digital business...independent games are a critical part of that," Fils-Aime told Waypoint. "We continue to look at other ways to enhance curation."
Indie, Business/Marketing

Video: How West of Loathing became a game made out of jokes 1
by Staff [06.27.18]
In this GDC 2018 talk, Asymmetric's Zack Johnson, creative director of acclaimed slap-stick-figure cowboy RPG West of Loathing, discusses the team's approach to comedy in video games.
Indie, Design, Video

For Sable, developing an evocative art style comes first  
by Emma Kidwell [06.26.18]
In an interview with Forbes posted earlier today, Shedworks' Gregorios Kythreotis discusses the aesthetic design of Sable, an upcoming open world exploration game set in a stylized desert. 
Indie, Design

Don't Miss: Using a 3D pipeline for 2D animation in Dead Cells 5
by Thomas Vasseur [06.26.18]
"To make up for the lack of bandwidth and still deliver on quality, we had to find a pipeline that could give us great looking pixel art, without having to hand draw each and every retake."
Console/PC, Indie, Art, Production

Appreciating the weird beauty of game prototypes  
by Alex Wawro [06.25.18]
What do your prototypes (failed or otherwise) look like? That was the question posed by Vlambeer's Rami Ismail on Twitter Friday, and devs' answers make for illuminating (and entertaining) reading.
Console/PC, Indie, Design

Don't Miss: 6 ways to make your game more appealing to speedrunners 1
by Staff [06.25.18]
As SGDQ kicks off its yearly charity speedrunning marathon, take a look at these tips from the Spelunky, Shovel Knight, Crypt of the Necrodancer, and Axiom Verge devs on making speedrunable games.
Console/PC, Indie, Programming, Design, Production

Combining pinball with platforming to build the levels of Yoku's Island Express 2
by Diego Arguello [06.25.18]
Yoku's Island Express dev Linus Larsson speaks to how Villa Gorilla wound up merging pinball with platforming elements, how they iterated on the idea, and what challenges they faced along the way.
Indie, Design

Video Game Deep Cuts: Flipping Out On Primal Rage  
by Gamasutra Staff [06.24.18]
This week's highlights include a discussion on 'asset flips' and store-bought assets for games, an emotive postmortem of canned arcade game Primal Rage II, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Radiating outward to meet the wilderness: Avery Alder on her games  
by Katherine Cross [06.22.18]
Tabletop RPG developer Avery Alder analyzes her latest game through the lens of her past work, exploring themes of collaboration, conversational storytelling, and approachability along the way.
Social/Online, Indie, Design