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October 28, 2016
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Updates » Indie
Get a job: Be a Lead Animator at Double Fine Productions  
by Staff [09.01.16]
The studio responsible for games like Headlander is looking for an experienced animator to take a lead role on Psychonauts 2 alongside the rest of the team at Double Fine's San Francisco HQ.
Console/PC, Indie, Art, Recruitment

Video: Creating AI that thrives in procedurally-generated worlds  
by Staff [09.01.16]
At GDC 2016, Damian Isla and John Abercrombie discuss how they've made game AI (The Flame and the Flood, Fortnite) that can adapt and thrive in both procedurally-generated and user-generated spaces.
Console/PC, Indie, Programming, Design, Video, Vault

How a game about death gave a lawyer new life as an indie dev  
by Alex Wawro [09.01.16]
"I needed to be able to write all these possible ways of grief," former litigation attorney Dean Razavi told Kotaku about why he's making Vidar, an indie RPG he wound up quitting his job to make.
Indie, Production

Video: Death to three-act structure! Crafting unique game narratives 1
by Staff [08.31.16]
At GDC 2014, game devs Richard Rouse III and Tom Abernathy detail some of the different structures employed in a variety of storytelling mediums and analyze the unique structural needs of games.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Now's the time to submit talks for the Game Career Seminar at GDC 2017!  
by Staff [08.31.16]
Game industry professionals, take note: GDC 2017 officials are now accepting Game Career Seminar talk submissions through Friday, September 23rd.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Former film animator discusses making the gorgeous Ghost of a Tale 2
by Stefanie Fogel [08.31.16]
Lionel Gallat was an animation director on feature films before sinking 3 years of his life into developing the stealth title Ghost of a Tale. What he and his small team have created looks incredible.
Console/PC, Indie, Art, Business/Marketing, Video

UKIE's big UK game biz concern post-Brexit: Access to game dev talent  
by Alex Wawro [08.30.16]
UKIE reports that access to high-skilled talent (think: software engineers) 'is the number one pre-and post-referendum concern for Ukie members' in a new advisory to officials orchestrating Brexit.
Console/PC, Indie, Business/Marketing

Gen Con Report: Shadowrun and the democratizing of game-stuff 1
by Katherine Cross [08.30.16]
As video games become ever more virtual in their distribution, it’s comforting to see the endurance of tactile accessories on display at Gen Con.
Console/PC, Indie, Design

Long Gone Days: RPG explores war's emotional impact on soldiers  
by Joel Couture [08.30.16]
Camila Gormaz, creator of military RPG Long Gone Days, wanted to explore the life of the soldier, but not through action and gunplay. She focused on the emotional impact that war has on soldiers.
Console/PC, Indie, Design, Video

How do you know when the time is right to remake your game?  
by Alan Bradley [08.30.16]
When is it justifiable to remake one of your titles? Scott Brodie of Heart Shaped Games just did that with Hero Generations: ReGen, and he talks us through what the process was like for his team.
Console/PC, Indie, Design, Business/Marketing, Video

Don't Miss: Indie devs discuss the pros and cons of Steam refunds 37
by Joel Couture [08.29.16]
In this timeless feature, 7 indie devs who've released games on Steam share their take on what's working and what isn't with Valve's refund policy. They all identified the same necessary change! 
Indie, Business/Marketing

One studio becomes two as Xeodrifter dev Renegade Kid shuts down  
by Alex Wawro [08.29.16]
After nearly a decade, Renegade Kid is closing as cofounders Gregg Hargrove and Jools Watsham go their separate ways -- and they're splitting the studio's game catalog on purely dimensional grounds.
Indie, Business/Marketing

Don't Miss: Evaluating game mechanics for depth 33
by Mike Stout [08.26.16]
Ratchet and Skylanders designer Mike Stout writes on depth: "To me, it describes a sweet spot -- that point during a game where the player can repeatedly display his mastery of a game mechanic."
Console/PC, Indie, Design

A journey of 4,500 days: The making of N++ 6
by Gamasutra Community [08.26.16]
In this retrospective, N++ creators Mare Sheppard and Raigan Burns reflect on the game's 12 year journey that began with the release of a free Flash game in 2004.
Console/PC, Indie

Game Design Deep Dive: Building truly cooperative play in Overcooked 4
by Phil Duncan [08.26.16]
"With Overcooked, we wanted to make a game which was much more focused on how a team works together rather than simply adding more players to a single player experience."
Console/PC, Indie, Design, Video, Deep Dive

Applications open for CryEngine's $1 million Indie Dev Fund  
by Chris Kerr [08.25.16]
Applications are now open for CryEngine's Indie Development Fund, which is offering CryEngine devs the chance to claim a slice of a $1 million funding pool.
Indie, Business/Marketing

Q&A: 'Action Saxons' & historical accuracy in The Great Whale Road  
by Thomas Faust [08.24.16]
The Great Whale Road just hit early access. Joachim Sammer, CEO of Sunburned Games, talks about the making of this story-driven strategy/RPG hybrid set on the medieval shores of the North Sea coast.
Indie, Design, Production, Video

Video: Threes creator shares tips on making great game tutorials  
by Staff [08.24.16]
Hot off the release of Threes, indie game maker Asher Vollmer speaks at GDC 2014 about how to empower your players (without patronizing them) through great tutorial design.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Don't Miss: The game dev postmortem of the original DotA 8
by Steve Feak, Steve Mescon [08.24.16]
In this classic postmortem, some of the key figures behind seminal Warcraft III mod Defense of the Ancients provide a look at what went right and wrong during development of the trailblazing game.
Console/PC, Social/Online, Indie, Programming, Design