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November 17, 2018
arrowPress Releases
  • 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
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

Established Japanese devs are making games under a new approach 1
by Emma Kidwell [03.16.18]
A profile published by Polygon earlier today examines how a growing number of established Japanese game developers have taken a different approach for creating new titles.
Console/PC, Indie, Design, Production

GDC 2018 is this week! Follow along on Gamasutra's official event page  
by Staff [03.16.18]
Game Developers Conference 2018 is here, and Gamasutra reporters will be onsite bringing you loads of stories. Follow along on our event page here!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Nintendo's influence on independent devs and their games  
by Emma Kidwell [03.16.18]
Independent developers share the influence that Nintendo has had on their work.
Indie, Design, Production

Don't Miss: The minimalist sound design of The Witness 2
by Staff [03.16.18]
'It's a very minimalist game,' says Andrew Lackey, 'which meant we couldn't introduce any sound that was unnecessary, or that didn't fit with the game's logic.' Like, for example, a soundtrack.
Console/PC, Indie, Audio, Design

Road to the IGF: Funomena's Luna  
by Joel Couture [03.16.18]
Luna is a soothing VR fairytale, one where players will play in gardens, solve puzzles among the stars, and help a bird make its way home.
Indie, Video, IGF

One dev's quest to support every controller you can plug into a USB port 3
by Jay Allen [03.16.18]
Gamasutra speaks with the creators of Super Slime Arena about supporting every controller they could plug into a USB port -- from flight sticks to the Donkey Konga bongo drums.
Console/PC, Indie, Design, Video

Don't Miss: Demaking Outer Wilds  
by Gamasutra Community [03.15.18]
"We needed a way for players to test the game's entire narrative structure in a fraction of the time it would take during a normal playthrough."
Console/PC, Indie, Design

Road to the IGF: TPM CO Soft Works' Tarotica Voo Doo  
by Joel Couture [03.15.18]
Tarotica Voo Doo, an MSX game in the works since 1993, takes players on a silly, but challenging journey that looks to recapture that sense of playing video games for the very first time.
Indie, Video, IGF

How Diablo's David Brevik is rediscovering his action RPG roots 3
by Joel Couture [03.15.18]
Diablo designer David Brevik chats with Gamasutra about his transition to being a solo indie dev making It Lurks Below, a Stygian action-RPG that's taking him back to his roots as a game maker.
Indie, Design, Video

Video: Environmental storytelling in Spider: Rite of the Shrouded Moon  
by Emma Kidwell [03.14.18]
In this 2016 GDC session, Tiger Style's Randy Smith discusses how the story of Spider: Rite of the Shrouded Moon supports solvable mysteries all without text or a single line of dialogue.
Indie, Design, Video

Designing great minigames and sidequests for indie JRPG Legrand Legacy  
by Joel Couture [03.14.18]
Legrand Legacy lead designer Henry William 'Uwil' Winat chats about the value minigames and sidequests bring to games, and how to design them effectively.
Indie, Design

Dotemu opens new publishing label to support small creative devs  
by Alissa McAloon [03.14.18]
The new Dotemu division is potentially good news for small studios looking for publisher support, though The Arcade Crew plans to keep its portfolio somewhat selective moving forward.
Console/PC, Indie