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December 9, 2016
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Updates » Indie
Don't Miss: The unending clash between story and violence in games 49
by Simon Parkin [11.23.16]
In this timeless feature, writer Simon Parkin explores why game writers craft sophisticated narratives when they're often rendered moot by the sheer murderousness that the gameplay requires.
Console/PC, Indie, Design

Blog: The financial reality of being indie and doing just okay 13
by Gamasutra Community [11.23.16]
"Indie dev doing okay but still struggling" probably isn't a story the press would care for but it's still a story many indie devs can probably relate to.
Indie, Business/Marketing

The challenges and rewards of designing local multiplayer games 12
by Phill Cameron [11.23.16]
We talk to the developers of Super Pole Riders, Overcooked and Spaceteam about the appeal of developing a local multiplayer game, and the benefits over taking your game online.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production

Tracing the evolution of game writing, from System Shock to Tacoma  
by Alex Wawro [11.22.16]
"'We have no idea how to do a believable conversation in a game,'" recalls System Shock dev Warren Spector. "That was when the decision was made to kill everybody on Citadel Station."
Console/PC, Indie, Design

100+ devs unite to sell a bundle of their work & donate all proceeds to charity 2
by Alex Wawro [11.22.16]
Itch.io has begun selling A Good Bundle, a pack of up to 151 games, game dev tools and other intriguing creations, with all proceeds being split equally between the ACLU and Planned Parenthood.
Indie, Business/Marketing

Chris Taylor has left Wargaming to start an indie studio 2
by Alissa McAloon [11.22.16]
The game development veteran known for his innovations in the RTS genre is leaving triple-A games behind as he sets his sights on indie development.
Console/PC, Indie, Design

Get smart, cost-effective indie game marketing & PR tips at GDC 2017!  
by Staff [11.22.16]
In his GDC 2017 talk, indie game PR/marketing expert Chris Dwyer will arm indie developers with limited financial, mental and time budgets with good (and efficient) marketing & PR strategies.
Indie, Business/Marketing, GDC

The Autumn of Indie Game Markets 32
by Bryant Francis [11.22.16]
As the seasons turn, so do the broad trends of being an indie developer. Here's why the indie boom of 2008 might finally be drawing to a close, and how developers can get ready to survive winter.
Console/PC, Indie, Business/Marketing

Studio head Josh Holmes departs from 343 Industries to work on indie games  
by Alissa McAloon [11.21.16]
“I have loved every moment here on Halo but I find myself drawn to new horizons.” The longtime Halo developer leaves the company after first joining 343 Industries in 2009.
Console/PC, Indie

Message of the new Moon Hunters expansion: it's OK to stop playing  
by Katherine Cross [11.21.16]
"We wanted this expansion to add a satisfying place for players to know ‘ok I can stop playing, I had a good time, beat a final boss," says Tanya X. Short, lead designer of Moon Hunters.
Console/PC, Indie, Art, Design

Fan-made Pokemon Uranium and AM2R cut from The Game Awards nominees 3
by Alissa McAloon [11.21.16]
Two fan-created games based on Nintendo properties were removed from the running for an award created to honor "fan-created content, such as mods, fan films, and other player content."
Console/PC, Social/Online, Indie

Come to GDC 2017 for pragmatic tips on curbing toxic behavior in your game  
by Staff [11.21.16]
How can we make game communities better? At the 2017 Game Developers Conference, Two Hat/Community Sift chief Chris Priebe will explore the topic in a talk on "Trolls: The Cost of Doing Nothing."
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

Video Game Deep Cuts: Dishonored Guardian's Credits  
by Gamasutra Staff [11.20.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, examines Dishonored 2 from multiple angles, The Last Guardian, & alternate game credits displays.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

The Witcher 3: Blood and Wine DLC among winners at Golden Joystick Awards 1
by Alissa McAloon [11.18.16]
The second major story DLC pack for CD Projekt Red's The Witcher 3 won awards in two categories during the 34th annual player's choice Golden Joystick Awards.
Console/PC, Smartphone/Tablet, Indie

Don't Miss: How Butt Sniffin Pugs creates joy through accessibility 1
by Staff [11.18.16]
"If we could catalyze a multiplayer experience that revolved around joy, not only would it be memorable, but it would be fulfilling for us as developers! What better way to feel good about your game?"
Console/PC, Indie, Design

Blog: 9 things they didn't tell me about being an indie developer 15
by Gamasutra Community [11.18.16]
"I want to talk about a few other aspects of indie development that aren’t often talked about. Whether you’re an aspiring developer or an experienced veteran looking back, I hope you can relate."
Indie

Blog: Building multiplayer networks in Antegods 5
by Gamasutra Community [11.17.16]
"Antegods' lead programmer Niels Uiterwijk shares some insights into our networking code. How do we make those infernal PC machines talk to each other?"
Social/Online, Indie, Programming

Deus Ex: Mankind Divided honored with multiple awards at CVAs  
by Alissa McAloon [11.17.16]
The Eidos-Montreal-developed game walked away with awards in a quarter of the total categories featured at the Canadian Videogame Awards.
VR, Console/PC, Indie, Audio, Design, Business/Marketing

Zachtronics' Shenzhen I/O is a game for people who code games 6
by Alex Wawro [11.17.16]
“This is sort of a solution to the discoverability problem, right?" Zach Barth said of his new puzzle game Shenzhen I/O. "To make something that is really unique and that you have an audience for."
Indie, Programming, Design, Video

Video: Tools and techniques for writing better non-linear game narratives  
by Staff [11.16.16]
Choice. Consequence. Complicity. These, according to former Failbetter chief Alexis Kennedy, are key to writing great narratives for non-linear games, as he explains in this GDC 2016 talk.
Console/PC, Indie, Design, Video, Vault