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September 19, 2018
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  • Editor-In-Chief:
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    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Indie
Don't Miss: Creating the 30 different control schemes of Edith Finch 1
by Staff [08.28.18]
How the indie game company Giant Sparrow created 30 richly varied control schemes for What Remains of Edith Finch using only the analog sticks and one trigger button.
Console/PC, Indie, Design

Nintendo rolls out indie-focused Switch news channel  
by Alissa McAloon [08.28.18]
The new channel was announced during Nintendo’s Nindies Summer Showcase today and injects announcements, Q&As, developer interviews and more into the Switch’s built-in newsfeed.
Console/PC, Indie

New game, classic hardware: Developing Tanglewood on a Sega devkit 2
by Jack Yarwood [08.28.18]
“Making a game for Mega Drive is something I’ve wanted to do since I was a kid,” says Tanglewood dev Matt Phillips, who bought a Sega Mega CD devkit to do it. "Like an itch I couldn’t scratch.”
Console/PC, Indie, Design

Day of the Devs submissions are now open to all game makers  
by Emma Kidwell [08.27.18]
It's that time of year again-- the annual indie game showcase Day of the Devs is back, and organizers Double Fine and iam8bit are calling for developers to submit their projects.
Indie, Business/Marketing

Video Game Deep Cuts: The Two-Bit GoldenEye Circus  
by Gamasutra Staff [08.26.18]
This week's highlights include a look at innovative 'alternative arcade' Two-Bit Circus, a retrospective on the creation of GoldenEye for the N64, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Dry Cactus is hiring a Lead Game Developer  
by Staff [08.24.18]
New Zealand-based Dry Cactus is seeking a skilled and motivated lead game developer to work remotely and help its studio grow and reach new audiences.
Indie, Recruitment

Don't Miss: Crafting an evocative score for Hollow Knight 5
by Alissa McAloon [08.24.18]
The music for Hollow Knight presented many challenges for composer Christopher Larkin. The most significant being how to create an evocative score with distinguishable leitmotifs.
Console/PC, Indie, Audio, Design

How Camp W's choice-driven design was shaped by a new narrative tool  
by Jack Yarwood [08.24.18]
“What’s really interesting about Branching Storywriter is that, while...we made a very text-based game, it’s really not limited to that," says Psyop's Alexei Bochenek in this Camp W design chat.
Indie, Design

Video: Understanding your market to make indie games sell 1
by Emma Kidwell [08.23.18]
In this GDC 2018 talk, Infinite Monkeys Entertainment's Erik Johnson analyzes trends in the Steam marketplace and explores how his game, Life Goes On, failed to match the market.
Indie, Business/Marketing, Video

Don't Miss: Disturbing players with unsettling camerawork in Paratopic  
by Staff [08.23.18]
Paratopic devs Doc Bufford, Jess Harvey, and Chris Brown dig into how they designed the horror game's camera cuts and aesthetic touches to confuse and disturb the player in different ways.
Indie, Design

Marketing Chasm effectively in this, a month of Metroidvanias  
by Carli Velocci [08.23.18]
Dan Adelman reveals how he and the Chasm devs found success in developing and carefully marketing the Kickstarted side-scrolling RPG, which after six years launched into a sea of competition.
Indie, Design

How Six Ages builds a game around the power of myth  
by Alex Wiltshire [08.22.18]
For a medium that revels in depicting heroes, games really aren’t so hot on depicting myths. Designer David Dunham explains how he's tried to change that with King of Dragon Pass and now, Six Ages.
Indie, Design

Scammers are still trying to snag free games from indie devs 6
by Emma Kidwell [08.21.18]
Emily Morganti, who handles PR for adventure games, speaks to Kotaku about key scammers and the negative impact they have on indie devs and freelance reviewers.
Indie, Business/Marketing

Meet some of the indie devs quietly pushing the JRPG genre forward 6
by Steven T. Wright [08.21.18]
"There’s a big problem in indie games where everybody is just trying to remake their favorite games," says YIIK dev Andrew Allanson in this look at modern indie JRPGs. "We try to fight against that."
Indie, Design

Citing 'Sony's plans to discontinue the Vita,' Bloodstained dev cancels port  
by Alissa McAloon [08.20.18]
Kickstarter darling Bloodstained: Ritual of the Night has been delayed into 2019 and is no longer coming to Sony’s neglected handheld system.
Console/PC, Indie

Designing omnidirectional tracks for parkour-esque racing game Lightfield  
by Gamasutra Community [08.20.18]
Lost in the Garden cofounder Julia Murczek digs into the challenges the team had to overcome when designing the race tracks for their omnidirectional racing game, in which players can drive on walls.
Indie, Design

Video Game Deep Cuts: A PICO Double Walking Dead  
by Gamasutra Staff [08.19.18]
This week's highlights include articles about new Walking Dead narrative & AR games, a talk on PICO-8's playfulness, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Dontnod's Vampyr picked up for TV adaptation by Fox21  
by Alissa McAloon [08.17.18]
Fox21 has snatched up the rights for a television series based on Dontnod’s 2018 game Vampyr.
Indie

What live game developers can learn from studying urban planning 2
by Gamasutra Community [08.17.18]
Spurred by a recent visit home, Amplitude Studios' Maxence Voleau reflects on some good lessons that game devs can learn from how cities inform people about roadwork & other aspects of urban planning.
Console/PC, Social/Online, Indie, Design, Production

Don't Miss: Devs reflect on the impact and legacy of Burnout Paradise 2
by Staff [08.16.18]
We could have titled this feature (in which Burnout Paradise co-creator Alex Ward & other devs reflect on the design & impact of the influential open-world racer) Paradise Lost & Found, but we didn't.
Console/PC, Indie, Design