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December 3, 2016
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Updates » Indie
Don't Miss: How 2 Torchlight devs used new tricks to build an old-school space game 3
by Staff [11.01.16]
How veteran devs Erich Schaefer (Diablo) and Travis Baldree (Fate) shipped a successful old-school Elite-esque space game with the help of Twitch, the Unity Asset Store and a kickass soundtrack.
Indie, Design, Production, Business/Marketing

Facebook's standalone gaming client is live, Unity support in beta  
by Alissa McAloon [11.01.16]
Facebook's freshly revealed Gameroom is a downloadable client that allows users to access a library of Facebook games without the need to load into the website or even open a browser.
Console/PC, Indie, Programming, Production

The strange and inspiring origins of Psyonix's Rocket League 2
by Alissa McAloon [10.31.16]
Psyonix built Rocket League from over a decade's worth of inspiration and hard work. Find out about the different experiences that led the team to make a game about rocket powered cars playing soccer.
Console/PC, Indie, Design, Production, Video

Don't Miss: Making randomness transparent in Tharsis 4
by Staff [10.31.16]
Systems designer Zach Gage talks about how he used dice rolling as a game mechanic to make probability more visible in a game about surviving impossible odds.
Console/PC, Indie, Design

What drives game developers to crunch? 5
by Alissa McAloon [10.31.16]
Tanya Short takes a closer look at the reasons developers see crunch time as a necessity, despite knowing that it isn't an effective way to work in the long-term.
Indie, Design, Production

7 terrifying VR horror games that every developer should study  
by Joel Couture [10.31.16]
VR horror games are a new frontier in fear. Gamasutra reached out to several pioneers at the forefront of this new form to ask what lessons they've learned about how to cause terror in virtual reality.
VR, Console/PC, Indie, Audio, Design

Video Game Deep Cuts: Crunchy Civilization Raiders  
by Gamasutra Staff [10.30.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at the state of developer 'crunch', Civilization's 25th, and the story behind Tomb Raider's genesis.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

OnePlay: We're not responsible for Desura dev debts 15
by Alissa McAloon [10.28.16]
After news of OnePlay’s purchase of Desura and other assets went public, the company claimed via Twitter that it had not assumed responsibility for the debt former owner Bad Juju owes developers.
Console/PC, Indie, Business/Marketing

Don't Miss: Alien: Isolation and the evolution of horror simulators 35
by Staff [10.28.16]
Amnesia and Soma developer Thomas Grip recounts the history of games that invoke terror in players and how Alien: Isolation successfully captured the spirit of a 'horror simulator' game.
Console/PC, Indie, Design

Amazon opens Texas office to support its Lumberyard game engine  
by Alissa McAloon [10.28.16]
Amazon is expanding the team working on its free Lumberyard game engine and setting up a new team to work on the system in its Austin, Texas office.
Console/PC, Indie, Programming, Production

A look at the indie game development scene in Saudi Arabia 2
by Lena LeRay [10.28.16]
"Local devs have found each other and organized gatherings, and have also connected with other dev communities in the MENA (Middle East/North Africa) region."
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

Kongregate expanding its PC presence by publishing games to Steam  
by Alissa McAloon [10.28.16]
Developers now have the ability to track metrics and share player save data across web, mobile, and Steam releases with Kongregate's updated SDK.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Postmortem: Fatshark's Warhammer: End Times - Vermintide 4
by Martin Wahlund [10.28.16]
"I would guess that 70 percent of all games today are released too early. Luckily we had the funds to allow us to delay the release." Martin Wahlund, CEO of Fatshark.
Console/PC, Indie, Programming, Design, Production, Business/Marketing

Boston devs team up to sell game bundles for child cancer charity  
by Alex Wawro [10.27.16]
Instead of the typical customer-defined percentage, a flat 60 percent of all proceeds from sales of the bundle will be funneled to the children's cancer charity St. Baldrick's Foundation.
Indie, Business/Marketing

Online game shop OnePlay snaps up Desura and other Bad Juju assets  
by Alex Wawro [10.27.16]
Devs should note that OnePlay aims to get game distribution platform Desura and the game bundle services Indie Royale/Daily Royale "back up and running" by the first quarter of next year.
Indie, Business/Marketing

Owlboy dev talks about the journey of its decade-long development  
by Alissa McAloon [10.27.16]
After first starting work on the game in 2007, members of Owlboy's development team talk about the ups and downs that they experienced leading up to the completion of their game.
Console/PC, Indie, Production

Blog: Analyzing how game mechanics condition us 1
by Gamasutra Community [10.27.16]
This blog post examines how the feedback we get from game mechanics can condition people's playstyles and behavior.
Console/PC, Indie, Design

Game Design Deep Dive: Turning Bloodline Champions into Battlerite 1
by Peter Ilves [10.27.16]
"Instead of investing resources into trying out new game mode ideas, we took the best pieces from Bloodines Champions and iterated, iterated and iterated." - Peter Ilves, co-founder of Stunlock Studios.
Console/PC, Indie, Programming, Design, Production, Business/Marketing, Deep Dive

Get a job: Be a Systems Designer at Psyonix  
by Staff [10.26.16]
Psyonix is on the lookout for an experienced and passionate Game Designer to help design, develop, and iterate on gameplay systems and live game features in San Diego, California.
Indie, Design, Recruitment

Blog: Four things that terrify me as an indie dev 1
by Gamasutra Community [10.26.16]
The Pixel Hunt official started working on their first game as an indie studio. Yeah, it's pretty cool, but it's also super scary. Here are the four main reasons why.