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December 9, 2016
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Updates » Indie
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

The Game Awards lists Titanfall 2 and Overwatch among 2016 GOTY nominees  
by Alissa McAloon [11.16.16]
The third annual Game Awards kick off just a few short weeks from today, with games like Uncharted 4, Inside, and Overwatch competing for the Game of the Year award.
Console/PC, Indie, Business/Marketing

Submit your weird prototypes to the GDC 2017 Experimental Gameplay Workshop!  
by Staff [11.16.16]
The folks behind GDC 2017's Experimental Gameplay Workshop are calling for submissions of your interesting new (and playable!) video game prototypes. The more intriguing and experimental, the better!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

Blog: How we founded our own indie studio 4
by Gamasutra Community [11.16.16]
A short recap of how we founded our indie game company mooneye studios and how we overcame the struggles any indie studio faces in the first years.
Indie, Business/Marketing

Indiegogo follows in Fig's footsteps by allowing equity crowdfunding 1
by Alex Wawro [11.15.16]
Crowdfunding platform Indiegogo has opened up a new section of its site for equity crowdfunding projects, aka projects in which backers accept a stake in the company in return for their investment.
Console/PC, Indie, Business/Marketing

Mike Bithell draws on childhood memories to make accessible game mechanics  
by Alex Wawro [11.15.16]
"That little activity would keep kid-Mike occupied for hours," recalls indie game dev Mike Bithell. "When I was trying to think of accessible family game mechanics, I remembered that."
Smartphone/Tablet, Indie, Business/Marketing, Video

Chinese studio Veewo explores original IPs with Super Phantom Cat  
by Lena LeRay [11.15.16]
"We see branding as one of the major challenges behind mobile game development, so going into a new genre with a brand-new IP was quite risky," says Jason Yeung, CEO of Veewo.
Console/PC, Indie, Video

Come to GDC 2017 for practical insight on contract law for game devs  
by Staff [11.15.16]
Games lawyer Chris Reid returns to the Game Developers Conference next year to deliver a talk titled, appropriately enough, "Practical Contract Law 201 for Indie Developers: Moderately Scary Edition."
Console/PC, Indie, Business/Marketing, GDC

Blog: Making 100 games in 5 years -- The final year 3
by Gamasutra Community [11.15.16]
"Even with a year left, we can already see how this marathon of game development sprints impacts the process of making games: good, bad, and in-between."
Indie, Design, Production

Don't Miss: 6 techniques to make game narratives more dynamic 2
by Staff [11.14.16]
"We've made gameplay experiences feel dynamic, but then the outcome is exactly what we wanted to happen," said The Suffering designer Richard Rouse III. "We can’t hide behind that anymore."
Console/PC, Indie, Design

How speedrunners are unlocking the secret lore of Owlboy  
by Alissa McAloon [11.14.16]
Owlboy's creators say there's enough cut content hidden in the game's code to fill an entire sequel, and speedrunners are searching for ways to use that to their advantage.
Console/PC, Indie, Programming, Video

30 common game pitching mistakes will be explained at GDC 2017  
by Staff [11.14.16]
At GDC 2017, a senior Sony Santa Monica designer who has heard hundreds of game pitches will describe 30 annoying or counter-productive things you should avoid when pitching your game to a publisher.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

Game Design Deep Dive: The folktale structure of Burly Men at Sea 2
by Brooke Condolora [11.14.16]
"Of the many elements that helped establish what we describe as a “folktale adventure,” three contributed most to our design: length, tone, and moral." - Brooke Condolora, co-founder of Brain&Brain
Smartphone/Tablet, Indie, Video, Deep Dive

Video Game Deep Cuts: Nintendo Plays Owlboy  
by Gamasutra Staff [11.14.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, examines why Nintendo 'puts play first' and the decade-long odyssey to create Owlboy.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

Video: Devs share some of the simplest AI tricks in the book  
by Staff [11.11.16]
In a brisk GDC 2015 panel, a handful of AI expertsfrom Insomniac, Maxis and more shared some of their favorite simple tricks for creating better game AI.
Console/PC, Indie, Programming, Design, Video

Don't Miss: The mysterious world of game budgets 11
by Staff [11.11.16]
"I am worried about money, anyone running a project should be." Thumbleweed Park dev Ron Gilbert explains why game devs should always keep a watchful eye on their financials.
Indie, Business/Marketing

Don't Miss: 'You've got to make something that you love' - Designing Dangerous Golf 2
by Staff [11.10.16]
After leaving Criterion in 2014, cofounder Fiona Sperry chats about why she and cofounder Alex Ward's studio Three Fields Entertainment's debut project is an irreverent, destructive golf game.
Indie, Design, Production

Blog: Time well spent? Six months of indie development 8
by Gamasutra Community [11.10.16]
A detailed breakdown of how Ryan Darcey used his time during his first six months as an independent game developer.
Indie, Production