Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
November 13, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Indie
Telling an emotional tale through mechanics in Monument Valley 2  
by Alissa McAloon [03.23.18]
“The team didn’t want to add the story by usual methods; the goal was to leverage games as a medium and allow the player to feel the game through its mechanics.”
Smartphone/Tablet, Indie, Design, GDC

One Life Left x GDC podcast: PlayerUnknown, pro wrestling, and positive death  
by Staff [03.23.18]
Gabby DaRienzo, Brendan Greene, and other incredible guests join One Life Left's Ste Curran & Ann Scantlebury & Gamasutra editor-in-chief Kris Graft as they bring the best bits of GDC 2018 to you.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, Video, GDC

SteamSpy creator says 2017 was Valve's most profitable year yet  
by Simon Parkin [03.22.18]
2017 was Steam’s most profitable year yet, claims Sergey Galyonkin and the creator of SteamSpy, a website that, since 2015, has provided estimates on the number of game sales on the titular digital game store.
Console/PC, Indie, Business/Marketing, GDC

How (and why) you should better represent Muslims in your games 35
by Alex Wawro [03.22.18]
“Muslims have a public image problem. And it’s sometimes dangerous to be Muslim,” game designer Osama Dorias said at GDC today. “So we need help addressing the public image problem.”
Console/PC, Smartphone/Tablet, Indie, Design, GDC

Laralyn McWilliams on rediscovering creativity following trauma 3
by Simon Parkin [03.22.18]
“When you are in times of distress you feel lost and broken, because you can’t set aside fear and anger," she said. "And if you feel broken your creative work is broken.”
Console/PC, Indie, Serious, Production, GDC

Night in the Woods, Baba Is You win big at the 2018 IGF Awards  
by Staff [03.22.18]
Chuchel, Getting Over It With Bennett Foddy, and Celeste were also among the games honored at tonight's Independent Games Festival Awards.
Indie, GDC, IGF

Translating the 2D hardbody towers of Mount Your Friends into 3D  
by Jack Yarwood [03.21.18]
Mount Your Friends dev Daniel Steger opens up about the weird challenges and surprises of taking the 2D game into 3D as Mount Your Friends 3D: A Hard Man Is Good To Climb.
Indie, Design

CD Projekt Red acquires and rebrands indie dev Strange New Things  
by Alissa McAloon [03.20.18]
Strange New Things, an indie studio formed by former Techland, IO Interactive, and CD Projekt Red devs last year, has been acquired and renamed Wrocław.
Console/PC, Indie

Growth, toxicity, crunch: Devs talk about what went wrong at Telltale  
by Alex Wawro [03.20.18]
A new feature on The Verge tries to get at the heart of what happened to Telltale Games by speaking to a number of current and former employees, and their comments point to a toxic company culture.
Console/PC, Indie, Production, Business/Marketing

Darkest Dungeon devs share golden rules for good creative partnerships  
by Alex Wawro [03.20.18]
“Having two bosses...it’s not streamlined,” said Red Hook's Tyler Sigman at GDC today. “But we truly believe the game would not have been successful without that messy, imperfect structure.”
Indie, Production, Business/Marketing, GDC

Writing comedic games the West of Loathing way  
by Alex Wawro [03.20.18]
“Taking about comedy is one of the least funny things,” said West of Loathing game dev Zach Johnson as he opened his talk at GDC 2018 today about the art of writing good comedy games.
Indie, Design, GDC

Gorogoa: how the hit indie game derived from a failed comic book  
by Simon Parkin [03.20.18]
"I came to realize that composing the page was more interesting to me that sequential storytelling," shared Gorogoa dev Jason Roberts "I had to do something with it, even if it wasn't going to be a comic."
Console/PC, Smartphone/Tablet, Indie, GDC

The player-directed level design of Tacoma  
by Emma Kidwell [03.20.18]
Fullbright's Steve Gaynor and Nina Freeman discuss the level design of Tacoma and how different facets of design depended on each other during development.
Indie, Design, Production, GDC

A Mortician's Tale deconstructs how death should be designed  
by Emma Kidwell [03.19.18]
Laundry Bear Games' Gabby DaRienzo discusses how A Mortician's Tale innovates on death mechanics, and shares strategies on how game developers can best explore death in their own games.
Indie, Design, GDC

Life Is Strange writer on how to run a successful writer's room Exclusive  
by Simon Parkin [03.19.18]
Narrative director at Deck Nine and lead writer on Life is Strange: Before the Storm Zak Garriss discusses how to run a successful writer's room.
Console/PC, Indie, Design, Production, Exclusive, GDC

Scope Creep: A useful, treacherous tool, says Heat Signature dev  
by Kris Graft [03.19.18]
"Scope creep is a bad, dirty term, yet it’s also been my fundamental development technique," joked Tom Francis, developer behind the games Heat Signature and Gunpoint.
Indie, Design, Production, GDC

The Witness team announces a grant for underrepresented devs  
by Emma Kidwell [03.19.18]
The team behind The Witness has put out a call for submissions encouraging independent game designers from traditionally underrepresented groups to work on grid-based puzzle games.
Indie, Design

Appreciating the magic (and power) of hidden game mechanics 1
by Alex Wawro [03.19.18]
At GDC 2018 game designer Jennifer Scheurle breaks down how some of the biggest games "trick" players, showcasing how being a good game maker sometimes requires taking advantage of human perception.
Console/PC, Indie, Design, GDC

Video Game Deep Cuts: The Exoplanets Of Trust  
by Gamasutra Staff [03.19.18]
This week's longform writing/video highlights include helping gamers find undiscovered exoplanets, research about 'the trust spectrum' from Raph Koster, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

How devs deal with making enemies that feel 'okay' to kill 2
by Carli Velocci [03.19.18]
Gamasutra chats with devs from around the industry about good enemy design, and what's involved with creating enemies that feel 'okay' to kill -- without making killing feel okay.
Console/PC, Indie, Art, Design