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September 29, 2016
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September 29, 2016
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Updates » Indie
Videoball, and the challenge of designing (and selling) simplicity 2
by Joel Couture [07.28.16]
"It's about shapes and its about visibility. It's designed for legibility. Everything is designed for the eyes - for human eyes to be comfortable."
Console/PC, Indie, Art, Design, Business/Marketing, Video

Get a job: Double Fine Productions is hiring a Lead Animator  
by Staff [07.27.16]
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

Don't Miss: Boss battle design and structure 30
by Mike Stout [07.27.16]
Designer Mike Stout breaks down the boss battle into 8 beats, and runs 2 notable ones -- Ocarina of Time's Ganon and Portal's GladOS -- through a thorough design analysis in this timeless post.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Life is Strange dev expands with Dontnod Eleven partnership  
by Chris Kerr [07.27.16]
The growing partnership will see both outfits work together to share "knowledge, expertise and resources in the years to come." 
Console/PC, Indie, Business/Marketing

Blog: Unexpected anxiety following a moderate success 5
by Gamasutra Community [07.27.16]
Lone wolf developer David Toulouse breaks down his nine year journey in game dev, and the anxieties that came with it.
Indie, Production, Business/Marketing

Writing romances in (non-romance) games 8
by Gamasutra Community [07.27.16]
Ex-BioWare video game writer Alex Free (Star Wars: The Old Republic, Shadow Realms) explores the unique challenges writers face in creating meaningful romances for video games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Video: Tips from Paradox on mixing history with game design  
by Staff [07.26.16]
At GDC 2016, Paradox Development Studio's Chris King shares solutions his studio has for bringing history into your game, while at the same time ensuring the game itself is fun and compelling to play.
Console/PC, Indie, Design, Video, Vault

Rad adds newer, faster game data compressors to its Oodle offerings  
by Alex Wawro [07.26.16]
Fun names alert: RAD Game Tools has updated its Oodle library of data compression tools for game developers with two new compressors, Selkie and Mermaid, that are faster than Oodle's extant Kraken.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Production

Don't Miss: Drugs, randomness, and moral grey areas in We Happy Few 6
by Joel Couture [07.26.16]
Now that the game is out on Early Access, take a moment to read our chat with Compulsion Games' creative director Guillaume Provost about We Happy Few's intriguing design and development.
Indie, Programming, Design, Production

Blog: A pre-launch view of my mistakes when developing my first game 10
by Gamasutra Community [07.26.16]
Australia-based independent game developer Christian Hodges breaks down what he thought could've gone better with the creation of his first game, A-Maze-Ing Runner
Indie, Design, Production, Business/Marketing

Core Labs Game Accelerator seeks devs for its latest mentorship program  
by Alex Wawro [07.25.16]
Devs looking for mentorship and support should know that applications for the third Core Labs Game Accelerator program are open now through Sunday, August 7th.
Indie, Business/Marketing

At GDC Europe, get tips on being more creative with your backend tech  
by Staff [07.25.16]
With GDC Europe 2016 just weeks away, know that conference officials have lined up a great session from Playfab's Mark Val about all the ways you can creatively improve your games' backend ecosystems.
Console/PC, Indie, Production, GDC Europe

Q&A: Creating the hacker-cyberpunk game Quadrilateral Cowboy 4
by Richard Moss [07.25.16]
Brendon Chung's puzzle-heavy first-person retrocyberpunk adventure title, out today, has you firing up a 56K modem to hack like it's 1996. He talks us through the four-year process of making of the game.
Console/PC, Indie, Design, Video

Video: Designing the audio for Inside, a game that listens  
by Staff [07.22.16]
At GDC 2016, Playdead audio wizard Martin Stig Andersen describes various approaches to feedback loops between game and audio that have resulted in an atmospheric experience for Inside players.
Console/PC, Indie, Audio, Video, Vault

Obituary: VD-Dev Games cofounder Fernando Velez  
by Alex Wawro [07.22.16]
Gamasutra has learned that Fernando Velez, a longtime game developer who cofounded independent studio VD-Dev Games with Guillaime Dubail, has passed away due to heart failure.
Indie

Come to GDC Europe and learn how to make the industry more diverse  
by Staff [07.22.16]
In a GDC Europe session titled simply "Who Needs Diversity? Everybody!" developers, journalists and academics will discuss how to make the industry a more diverse, welcoming place.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, GDC Europe

Developers provide their [spoiler-free] take on Inside 5
by Joel Couture [07.22.16]
"Inside is the most traumatic game experience I've had. But that's exactly why I find it incredible. The game is the perfect compilation of all of my deepest fears."
Console/PC, Indie, Art, Design, Production, Video

Video: Dipping into Ink, 80 Days' narrative scripting language  
by Staff [07.21.16]
Inkle cofounder Joseph Humfrey takes the stage at GDC 2016 to explain how the studio's open-source narrative scripting language Ink works, and how it was used to create games like 80 Days and Sorcery!.
Indie, Design, Production, Video, Vault

Survey: Co-op more popular than competitive multiplayer, especially if it's local 2
by Alex Wawro [07.21.16]
In Quantic Foundry's latest survey of 1,200 video game players, cooperative play proved more popular than competitive play -- especially if the people you're playing with are in the same room.
Console/PC, Social/Online, Indie, Design

GDC 2017 announces call for submissions  
by Staff [07.21.16]
Heads up game devs: GDC 2017 officials have opened the annual Call for Papers for the GDC 2017 Main Conference, from now through August 18th.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC