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November 20, 2018
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    Emma Kidwell
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Updates » Indie
How an ex-DreamWorks animator imbued Ghost of a Tale with character  
by Joel Couture [06.06.18]
“A lot of it is based on having worked on movies for many years," says DreamWorks animator turned game developer Lionel Gallat of the art and world design of his debut game, ​Ghost of a Tale
Indie, Design

How a whip came to define City of Brass' combat  
by Alex Wiltshire [06.05.18]
Uppercut Games' Ed Orman opens up about how the studio's Arabian Nights-inspired roguelike City of Brass was designed around the BioShock-esque "one-two punch" of a whip and a scimitar.
Console/PC, Indie, Design

[email protected] chief shares tips on what makes a good Achievement  
by Alex Wawro [06.04.18]
"Brutal achievements [beat entire game without taking a hit] are going to be fun for an extremely small part of your user base," writes [email protected]'s Chris Charla. "Are you sure you want to do them?"
Console/PC, Indie, Design

Video: A postmortem look at Rocket League's language ban system  
by Staff [06.04.18]
Psyonix's Devin Connors delivers a great GDC 2018 Community Management Summit talk on the design and implementation of the language ban system in the studio's hit car soccer game Rocket League.
Console/PC, Social/Online, Indie, Design, Video, Vault

Video Game Deep Cuts: The Dog In The Darkness  
by Gamasutra Staff [06.03.18]
This week's highlights include a very special mocap video game dog, the making of the creepy The Church In The Darkness, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Ex-Microsoft exec J Allard speaks to the game industry's inherent burnout problem  
by Alex Wawro [06.01.18]
"Staff will often sacrifice much more than should be required of them," ex-Xbox exec J Allard told Gamasutra. "If the work/life balance isn’t healthy, they will naturally grow to resent the dynamic."
Console/PC, Indie, Serious

Bury Me, My Love and MyoBeatz among 2018 Games for Change Awards nominees  
by Alissa McAloon [05.31.18]
What Remains of Edith Finch, Please Knock on My Door, Life is Strange: Before The Storm, and Tacoma all vie for one of the four major awards at this year’s show.
Console/PC, Indie

Game Outcomes Project seeks crowdfunding for another study of how devs work 1
by Alex Wawro [05.30.18]
The folks behind the landmark Game Outcomes Project (a survey of how game devs work) are hoping to do something similar on a bigger scale, and they've launched a GoFundMe to help cover the costs.
Console/PC, Indie, Business/Marketing

Interactive Gaming Ventures and Epic Games team up to fund UE4 indies  
by Alissa McAloon [05.30.18]
The two companies are looking to invest in two to three developers a year, noting that they are seeking indie projects that use Epic’s Unreal Engine 4.
Console/PC, Indie, Business/Marketing

Blog: A postmortem of the low-budget multiplatform adventure game Demetrios 9
by Gamasutra Community [05.30.18]
The one-man dev team behind Demetrios offers a look at how he created a multiplatform adventure game on a minuscule budget and examines how the game has performed two years since release.
Indie, Programming, Design, Production, Business/Marketing

Blog: Interface game design  
by Gamasutra Community [05.30.18]
Game dev Tatiana Vilela dos Santos gets down to the nitty-gritty of designing human-machine interfaces in video games.
Indie, Design

How porting our game to Vita improved performance everywhere else 18
by Lars Doucet [05.30.18]
Game dev Lars Doucet writes about how porting Defender's Quest: Valley of the Forgotten DX to the PlayStation Vita required lots of optimizations that helped improve the game across all platforms.
Console/PC, Indie, Production

Video: Unproven game AI techniques that might just work  
by Staff [05.29.18]
At GDC 2016 a cabal of game AI devs proposed pie-in-the-sky ideas that they've been unable to try, may never be able to try, and which may or may not even be feasible.
Console/PC, Indie, Programming, Video, Vault

Video Game Deep Cuts: Inside The Cultist Splatterhouse  
by Gamasutra Staff [05.28.18]
This week's highlights include a look at the making of Cultist Simulator, behind the scenes on the relatively recent - and troubled - Splatterhouse reboot, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

How the Omensight devs stay on budget: Make games quickly  
by Carli Velocci [05.28.18]
“We have a reputation for being super fast,” Spearhead Games' Malik Boukhira told Gamasutra recently. "One of the big reasons why we do games quickly is because at some point we run out of money."
Indie, Design

Blog: Translating a game from Unity to Bitsy  
by Gamasutra Community [05.25.18]
Developer Pippin Barr writes about the process of development and specific insights into translating a game between radically different game engines.
Indie, Design

Blog: Developing procedural dialog in a game about tech support 2
by Gamasutra Community [05.25.18]
Indie game Tech Support: Error Unknown uses procedurally-generated conversations to make dialogue flow naturally over the course of the game. Developer Kevin Giguere explains how it all works.
Console/PC, Indie, Design

YoYo Games opens publishing division to elevate GameMaker Studio 2 projects  
by Alissa McAloon [05.24.18]
GameMaker Studio 2 creator YoYo Games has opened up a new publishing branch completely devoted to supporting indie games created using its development tool.
Indie, Business/Marketing

Video: A practical guide to porting your indie game to consoles  
by Staff [05.23.18]
At GDC 2018 PlayEveryWare's Thomas O'Connor shines a light on the technical and administrative work that goes into getting a console game out the door.
Console/PC, Indie, Production, Video, Vault

Art Design Deep Dive: Rendering the player as a form of pure energy in Recompile 3
by Gamasutra Community [05.23.18]
Phigames' Phi Dinh writes about how the studio's upcoming Recompile's humanoid protagonist rendered as a form of pure energy, using instanced cube meshes with a custom shader.
Indie, Design