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September 23, 2018
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    Emma Kidwell
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Updates » Indie
How do companies like Nintendo and CD Projekt Red approach crunch? 4
by Alissa McAloon [07.10.18]
"Crunching in our company is actually something that all of the workers think that they need to do right now, because they want to have their work look better, you know?"
Indie, Production

Ideally, Nintendo wants 20 to 30 new indies to hit the Switch per week  
by Alissa McAloon [07.09.18]
Speaking during an investor Q&A, Nintendo leadership explained why the company strives to create an indie-friendly environment, and how indies 'invigorate' the Nintendo Switch.
Console/PC, Indie

Don't Miss: What's the ideal time frame for announcing your release date?  
by Staff [07.09.18]
We speak with experts from game companies big and small to learn the best strategy when making the big decision about determining when to announce a launch date.
Console/PC, Indie, Business/Marketing

Sponsored: A practical way to make more money from your mobile games
by Amelia Zins, Facebook Audience Network [07.09.18]
Amelia Zins from Facebook Audience Network takes a deeper view into the field of app bidding, which is causing app publishers and game developers to pause and take notice.
Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Sponsored Article

Video Game Deep Cuts: Livestreaming Your Fortnite Addiction 1
by Gamasutra Staff [07.08.18]
This week's highlights include a fascinating longform piece on a video streamer, Fortnite's unexpected story flourishes, and more on gaming addiction being 'singled out'.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Telling a great road trip tale without words in Far: Lone Sails  
by Joel Couture [07.06.18]
“The vehicle came first," says Far: Lone Sails creative lead Dan Schmocker in this in-depth chat about how the striking 2D game tells a story without words. "Everything else followed."
Indie, Design

Don't Miss: The rocket science behind Rocket League's physics 1
by Staff [07.05.18]
Psyonix's Jared Cone offers a behind-the-scenes look at specific game design decisions and implementation details that made the networked physics of Rocket League so successful.
Console/PC, Indie, Design

Launching a successful indie game in 2018: The Moonlighter story  
by Carli Velocci [07.05.18]
Javier Gimenez, CEO of Moonlighter dev Digital Sun, speaks to Gamasutra about how the studio funded and launched its first original game after years of being a contractor for other companies.
Indie, Design

Designing and building a robust, comprehensive achievement system 4
by Gamasutra Community [07.04.18]
Developer Josh Ge walks through coding achievements for Cogmind: why and how they were chosen, the creation of 256 icons, and the implementation -- including related UI features and Steam integration.
Indie, Design

15 indie games highlighted in Smithsonian SAAM Arcade event  
by Alissa McAloon [07.03.18]
Each featured game either transforms real-world spaces in which they are played, inspires a strong community or social space, or makes interesting use of board or level design. 
Indie

Failbetter Games spearheads Love Indies Week' for elevating devs and communities  
by Alissa McAloon [07.03.18]
Failbetter Games has put together an event that aims to celebrate indie games and the communities that support them, all while highlighting how reviews can help indie devs.
Social/Online, Indie

Vlambeer's Ismail sees promise in the hybrid of triple-A and indie dev 4
by Alex Wawro [07.02.18]
"I’m excited about the hybrid," Ismail told GamesBeat. "About seeing indie studios tackle that [$5M-$10M] gap in the industry...not quite big enough to be triple-A and not small enough to be indie."
Indie, Business/Marketing

Recreating the look of Breath of the Wild with Unity VFX 2
by Gamasutra Community [07.02.18]
Brazilian VFX artist Gregory Silva explains some of the techniques, animations and shaders he used to recreate some of the VFX from the game The Legend of Zelda: Breath of the Wild in Unity.
Indie, Art

Video Game Deep Cuts: Inside The RNG Tetris Effect  
by Gamasutra Staff [07.01.18]
This week's highlights include a piece on random number generation in classic games, what the upcoming Tetris Effect can learn from other classic updates, & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Changes to the Google Play Store are putting thousands of indie devs at risk 27
by Gamasutra Community [06.28.18]
"At first, it looked like a normal fluctuation...By Monday morning, most of them lost from 80% to 90% of new organic traffic. They are now all in the same boat, that is about to sink."
Smartphone/Tablet, Indie

Amy Hennig has departed EA to take up independent development 1
by Alissa McAloon [06.28.18]
Amy Hennig has departed Electronic Arts, telling Eurogamer that she officially left the company (and her role as creative director on EA Vancouver’s unnamed Star Wars game) in January.
Indie

What Mike Bithell learned in writing his first sequel: Quarantine Circular  
by Samuel Horti [06.28.18]
"There’s going to be more people doing this kind of thing going forward because it removes some of the technical risk," Bithell says after making first Subsurface, then Quarantine Circular.
Indie, Design

Nintendo's Fils-Aime commits to improving Switch storefront curation 1
by Alex Wawro [06.27.18]
"We have a significant global focus on driving our digital business...independent games are a critical part of that," Fils-Aime told Waypoint. "We continue to look at other ways to enhance curation."
Indie, Business/Marketing

Video: How West of Loathing became a game made out of jokes 1
by Staff [06.27.18]
In this GDC 2018 talk, Asymmetric's Zack Johnson, creative director of acclaimed slap-stick-figure cowboy RPG West of Loathing, discusses the team's approach to comedy in video games.
Indie, Design, Video

For Sable, developing an evocative art style comes first  
by Emma Kidwell [06.26.18]
In an interview with Forbes posted earlier today, Shedworks' Gregorios Kythreotis discusses the aesthetic design of Sable, an upcoming open world exploration game set in a stylized desert. 
Indie, Design