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April 25, 2017
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Updates » Indie
Don't Miss: The quest for procedurally-generated adventures 5
by Gamasutra Community [04.06.17]
"For me, the biggest reason to add procedurally generated levels to a game is that it increases the replay value due to the nearly unlimited amounts of game areas it can generate."
Indie, Design

RimWorld dev explores the benefits of learning things the hard way  
by Alissa McAloon [04.06.17]
"I knew I'd get it wrong multiple times," said RimWorld creator Tynan Sylvester. But for Sylvester, this knowledge helped push him towards always trying new things.
Console/PC, Indie, Design

Don't Miss: The importance of presentation in games and how to strengthen it 4
by Gamasutra Community [04.05.17]
"Perhaps the biggest boon video games have ... is that they are capable of utilizing their numerous components to craft a multilayered experience that enraptures players and holds their attention."
Indie, Art, Design

Double Fine devs embark on another public Amnesia Fortnight game jam  
by Alex Wawro [04.04.17]
Double Fine's well-known internal game jam has returned -- and this year studio devs have created 25 video pitches for games they'd like to prototype during the two-weeks of temporary forgetfulness.
Indie, Production, Video

After tragedy strikes, a dev's friends strive to complete his game 7
by Chris Priestman [04.04.17]
In the wake of an inexpressibly terrible tragedy, developers are striving to complete an inspiring and unique project.
Console/PC, Indie, Art, Design, Production, Video

Don't Miss: Lessons learned developing 2 games for 4 VR platforms  
by Staff [04.03.17]
So what's it like to make games for all these different virtual reality headsets? That's exactly what VR game developer E McNeill spoke to in this talk he gave at the inaugural VRDC during GDC 2016.
VR, Console/PC, Indie, Design, Production, Business/Marketing

Developer's perspective: The indie game scene in South Africa 2
by Lena LeRay [04.03.17]
South Africa's game dev scene got its first big break in 2010, with the entry of Desktop Dungeons on the world stage. The community is still small and lacks diversity, but that is slowly changing.
Indie, Design, Business/Marketing, Video

Video Game Deep Cuts: Hitman vs. Edith Finch - Go!  
by Gamasutra Staff [04.03.17]
This week's Video Game Deep Cuts long read/video highlights include include Hitman level design, What Remains of Edith Finch, and much, much more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Q&A: Soldak's lessons learned in 13 years of making RPGs 1
by Thomas Faust [03.31.17]
Steven Peeler has been developing RPGs as Soldak Entertainment for 13 years now, from his first title Depths of Peril up to last year's Zombasite. Here, he opens up about the things he's learned.
Console/PC, Indie, Design, Production

Unity 5 draws to a close today as 5.6 exits beta  
by Alex Wawro [03.31.17]
There's a laundry list of changes to the engine, of course (most notably, support for Nintendo's new Switch console), but this also marks the end of Unity 5's development cycle.
Console/PC, Indie, Business/Marketing

Video: The last game I make before I die: A Crashlands postmortem  
by Staff [03.31.17]
Butterscotch Shenanigans' Sam Coster speaks at GDC 2017 about the making of the studio's hit game Crashlands, which was made after he faced his mortality in the wake of a serious cancer diagnosis.
Indie, Design, Production, Video, Vault

Don't Miss: What are the best ways to trick players? 4
by Staff [03.31.17]
With April Fools' Day looming on the horizon, take a minute to look at how and why developers choose to trick players in video games.
Console/PC, Indie, Design

Don't Miss: Thimbleweed Park and the mysterious world of game budgets 12
by Gamasutra Community [03.30.17]
"I am worried about money, anyone running a project should be." Ron Gilbert explains why game devs should always keep a watchful eye on their financials.
Indie, Business/Marketing

Take a look at the early concept doc that eventually became Road Not Taken  
by Alissa McAloon [03.30.17]
An early design document shared by Spry Fox co-founder Daniel Cook offers an interesting look at the initial ideas and mechanics that would eventually become the roguelike Road Not Taken.
Indie, Design

Don't Miss: 7 games with great learning curves that all devs should study 11
by Staff [03.29.17]
Which games offer a masterclass in how to design a well-shaped learning curve? Corey Davis of Psyonix, Chris Bourassa of Red Hook, and Global Game Jame co-founder Ian Schreiber weigh in.
Console/PC, Indie, Design

Why video game devs don't get 'board' of learning from tabletop games 13
by Alex Wawro [03.29.17]
In the wake of GDC's first Board Game Design Day, Gamasutra chats with Warren Spector, David Sirlin, Soren Johnson, and other devs about the enduring value of studying (and playing) tabletop games.
Console/PC, Indie, Design

Indie game exhibition organizers open up about how they work  
by Alex Wawro [03.28.17]
"We'll get like 300 submissions for each event, no sweat," longtime game event curator David Hayward tells Waypoint. "10 years ago, you could pick any indie game, and it'd be unusual and interesting."
Indie, Business/Marketing

Obituary: Video game artist and System Era cofounder Paul Pepera 2
by Alex Wawro [03.28.17]
The team at Astroneer developer System Era announced today that studio cofounder Paul Pepera passed away yesterday due to undisclosed circumstances.
Indie, Art

Video: The decade-long evolution of Owlboy's striking art style 1
by Staff [03.28.17]
At GDC 2017, D-Pad's Jo-Remi Madsen & Simon Stafsnes Andersen speak about how their vibrant 2016 game Owlboy was designed to look like it was 10 years' worth of work, rather than 10 years out of date.
Indie, Art, Video, Vault

Don't Miss: Creating an adaptive narrative in Reigns 6
by Gamasutra Community [03.28.17]
"As soon as we weighted the decisions of the player with consequences on the 4 dimensions of power, we gave a lot of meaning to very simple swiping gestures." says Francois Alliot, creator of Reigns.
Smartphone/Tablet, Indie, Design