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October 22, 2016
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Updates » Indie
This Week in Video Game Blogging: No Man is an Island, Ocean, or Sky 1
by Gama Sutra [08.17.16]
This week, our partnership with games blogging curation site Critical Distance brings us picks from their Senior Curator Zoyander Street on the vast emptiness of space.
Console/PC, Social/Online, Indie, Design

Blog: How to pitch and sell your game at a con 8
by Gama Sutra [08.17.16]
A dev returns from a successful GenCon 2016 with pre-order sales exceeding expectations. Here is what worked, what didn’t, why, and lessons learned!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Blog: Communication tips for the video game music composer 2
by Gama Sutra [08.17.16]
Good communication among team members can make or break the development of a game. Here, composer Winifred Phillips shares some lessons and links to help colleagues communicate more effectively.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Audio

Q&A: InnoGames Jam kicking off at Gamescom in Cologne, Germany  
by Kris Graft [08.17.16]
Gamasutra is a media partner at this week's 48-hour InnoGames Jam taking place at Gamescom in Cologne, Germany. We spoke with co-organizer Mena Jacobs.
Indie, Gamescom, GDC Europe

Blog: running a successful Early Access game release cycle 6
by Gama Sutra [08.17.16]
A Cogmind developer shares the entire process behind building a single major alpha version, from start to finish. Project management and marketing, all in one.
Indie, Production, Business/Marketing

Get a job: Be a UI Programmer at Psyonix  
by Staff [08.16.16]
Psyonix, that independent studio responsible for Rocket League, is looking for an experienced UI programmer to join the team working out of its offices in San Diego, California.
Console/PC, Indie, Programming, Recruitment

Blog: Can computer-aided design help us create fair, fun, interesting puzzles? 2
by Gamasutra Community [08.16.16]
A programmer on the simple puzzle game Skiddy shares "an in-depth feature on our procedural level generation, analysis and rating."
Console/PC, Indie, Programming, Design

What game developers are saying about No Man's Sky 42
by Chris Baker [08.16.16]
"The design is: ‘here’s an infinite procedural world. I hid a game in here, see if you can find it.’ I think that’s kind of cool! Treasure hunts are under-represented as a basic model of game design"
Console/PC, Indie, Art, Design

Video: Making Her Story and using the player's imagination as a narrative tool  
by Staff [08.15.16]
In this GDC 2016 talk game designer Sam Barlow shares lessons learned from making Her Story and explores why the most powerful game engine in the world is your player's brain.
Indie, Design, Video, Vault

Blog: Lessons from presenting a talk at GDC 3
by Gamasutra Community [08.15.16]
Indie dev Ryan Darcey breaks down his experience submitting and presenting a talk at GDC 2016.
Indie, Design

Real talk about what it's like to write video games  
by Alex Wawro [08.15.16]
"Story is not everything in a video game. Maybe this causes you to clutch your pearls in shock, but it’s true," writes longtime game scribe David Gaider. "Game writing is largely about collaboration."
Console/PC, Indie, Design

Gen Con Highlights: The Dark Eye and Polaris 1
by Katherine Cross [08.12.16]
Spotted in GenCon’s expo hall: Polaris and The Dark Eye, a pair of venerable and popular tabletop RPGs from France and Germany that have been translated into English.
Indie, Design

Game Design Deep Dive: Color as identity in Push Me Pull You 8
by Michael McMaster, Jacob Strasser [08.12.16]
"In a frantic local-multiplayer game, readability is hugely important. In our case, where there are two teams of two players on-screen at all time, it can be tricky to keep track of your character."
Indie, Art, Design, Video, Deep Dive

Don't Miss: Designing interesting decisions for games 29
by Staff [08.11.16]
In this classic feature Jon Shafer, who previously led development of Civilization V at Firaxis, explains how it's possible to create a game full of "very interesting and very difficult decisions."
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Devs, submit your great ideas for a GDC 2017 Design talk  
by Staff [08.11.16]
Hey game designers, GDC officials are seeking great submissions of intriguing Design talks for the GDC 2017 Main Conference, from now through August 18th.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

How RimWorld fleshes out the Dwarf Fortress formula 4
by Cassidee Moser [08.11.16]
 "I was fascinated by how the player and game could work together to create a narrative in Dwarf Fortress. I wanted to push that even further, and do it in a way that's approachable."
Console/PC, Indie, Art, Design, Video

GDC Europe 2016 starts next week, so get ready!  
by Staff [08.11.16]
With GDC Europe 2016 kicking off next week in Cologne, Germany, organizers would like to briefly highlight some of the things you should know about before you get to the show!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, GDC Europe

Video: How all that snappy dialog gets put into Double Fine games  
by Staff [08.10.16]
At GDC 2015 Anna Kipnis gave a broad overview of how dialog gets into a Double Fine game, from the moment a line is written to hearing and seeing the line in the engine, even in a foreign tongue.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Production, Video, Vault

Don't Miss: 7 uses of procedural generation all devs should study 3
by Richard Moss [08.10.16]
What elements of your game could a well-defined algorithm do a better job at creating than you? Here are seven different games that hit upon an array of interesting answers to that question.
Console/PC, Indie, Programming, Design, Production

How Spry Fox was 'built to be a cockroach' that can survive the game industry  
by Alex Wawro [08.10.16]
Flying Saucer Media published a brief video documenting, in its members' own words, how Spry Fox has managed to survive -- and thrive -- in the six years since it was founded.
Indie, Business/Marketing, Video