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October 20, 2016
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October 20, 2016
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Updates » Indie
Don't Miss: Tactical level design - Understanding space in games 16
by Luke McMillan [09.19.16]
PhD and game educator McMillan examines how POV affects players, showcasing a variety of gameplay scenarios and different tactical choices players may be confronted with in this timeless 2012 feature.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Video Game Deep Cuts: Light Guns & Myst Puzzles  
by Gamasutra Editor [09.18.16]
A compilation of intriguing video game longreads from around the web includes the upcoming death of the 'light gun' game, the trickiest Myst puzzle around, & lots more.
Console/PC, Social/Online, Indie, Programming, Design, Production, Business/Marketing

Devs discuss the past and future of the 'roguelike' 2
by John Bridgman [09.16.16]
What hath Rogue wrought? A subgenre of randomly generated dungeon crawlers dubbed Roguelikes, and many innovative experiments in procgen. We spoke to several developers about the impact of the classic.
Console/PC, Indie, Design, History

Get a job: Double Fine is hiring an experienced Animator  
by Staff [09.15.16]
Double Fine, the studio responsible for Headlander, is looking for an experienced game animator to take a lead role at its San Francisco HQ and contribute to development of Psychonauts 2.
Console/PC, Indie, Art, Recruitment

Video: 7 ways for game devs to succeed with Twitch streamers  
by Staff [09.15.16]
At GDC 2016, Twitch's Kathy Astromoff shares examples of how game developers are incorporating Twitch streamers into their design process -- and how you can get broadcasters to play your next game.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Believing is seeing: Orwell and surveillance sims  
by Katherine Cross [09.15.16]
Osmotic Studios’ Orwell has players snooping through IM chats and blog posts, gathering data to assemble a profile of a suspect. The chilling consequences of your choices are made abundantly clear.
Console/PC, Indie, Design, Video

Heads up, devs: Here's the list of this year's IndieCade finalists  
by Alex Wawro [09.15.16]
We're well into September, and that means the kids are back in school, the nights are getting longer -- and IndieCade is gearing up for its annual October games festival in California.
Indie, Business/Marketing

Now's the time to submit talks for the Independent Games Summit at GDC 2017!  
by Staff [09.15.16]
Good news, would-be GDC speakers: 2017 Game Developers Conference organizers are now accepting Independent Games Summit talk submissions through Friday, September 23rd. 
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

How can Steam refine its revamped review system? Game devs offer ideas 15
by Joel Couture [09.15.16]
Many developers that Gamasutra spoke to about Valve's recent changes to Steam reviews offered suggestions on how to tweak the new system, as well as alternate solutions to the underlying problem.
Indie, Business/Marketing

Steam Spy breaks down which games were hit hardest by Steam reviews shake-up 4
by Alex Wawro [09.14.16]
From Fantastic Contraption to Else Heart.Break(), Sergey Galyonkin has shared a list of the (400+) games hit hardest by the Steam reviews shake-up -- according to his Steam Spy analytics platform.
Console/PC, Indie, Business/Marketing

Don't Miss: Have @ You! The history of Rogue 24
by Matt Barton, Bill Loguidice [09.14.16]
Gamasutra contributors investigate the origins, permutations, and legacy of Rogue, one of the most quietly influential and long-lived games ever created, in this classic feature.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Undertale dev reflects on what it's like to have your game become a phenomenon  
by Alex Wawro [09.14.16]
Undertale dev Toby Fox shares his thoughts on what it was like to put out an award-winning indie RPG that became a bit of a pop culture phenomenon.
Indie, Business/Marketing

The GDC 2017 Education Summit seeks great talk submissions!  
by Staff [09.14.16]
Got a good idea for a talk that would fit in well at the 2017 Game Developers Conference Education Summit? Great news: Now's the time to submit it & potentially become a GDC 2017 speaker!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, GDC

Marmalade is giving up on its game engine biz to focus on game dev 2
by Alex Wawro [09.13.16]
Marmalade Technologies, maker of the 2D/3D Marmalade Platform that powers mobile games like SimCity BuildIt, will cease updating the engine as it restructures to focus on game development.
Console/PC, Indie, Business/Marketing

Submit your talks now for GDC 2017's new UX Summit!  
by Staff [09.13.16]
Got a great idea for a 2017 GDC UX Summit talk? Summit leader (and Epic Games vet) Celia Hodent speaks about what sort of UX talks she's looking for, and why the UX Summit is valuable to all game devs.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

Replaying value: A unity of mechanics and theme in Moon Hunters  
by Katherine Cross [09.12.16]
There isn’t much in Moon Hunters’ mechanics or its emphasis on replayability that’s strictly new; what impresses is how they are used to draw the game’s theme into sharp definition. for my
Console/PC, Indie, Design, Video

Creating an organic interconnected game world in Giant Squid's Abzu 1
by Heather Alexandra [09.12.16]
Abzu's lovingly crafted ecosystem has subtleties that many players may never notice. “The world needs to feel authentic,” Matt Nava explains. "This helps us communicate a sense of awe.”
Console/PC, Indie, Art, Design, Video

Video: Designing Valley, a game where the world dies when you do  
by Staff [09.09.16]
We interviewed the developers of Valley on our new Twitch stream to learn about the secrets of the games' development.
Indie, Design, Production, Business/Marketing, Video

Staying happy, creative, and productive in the tumultuous world of game dev 1
by Bryant Francis [09.09.16]
The game development can be joyful and fulfilling, but it can also be a grind. We spoke to several AAA and indie developers about how they deal with the struggle to stay focused, driven and creative.
Console/PC, Indie, Design, Production

Q&A: Why Arcen Games needed to sacrifice Release Raptor to stay afloat 1
by Thomas Faust [09.08.16]
"What the key realization was, though, was that this game had sold so poorly that I could actually withdraw it from the market with minimal financial loss compared to what I'd otherwise lose."
Indie, Design, Business/Marketing