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September 25, 2018
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  • Editor-In-Chief:
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    Alissa McAloon
    Emma Kidwell
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    Katherine Cross
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Updates » Indie
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

Don't Miss: Using a 3D pipeline for 2D animation in Dead Cells 4
by Thomas Vasseur [06.26.18]
"To make up for the lack of bandwidth and still deliver on quality, we had to find a pipeline that could give us great looking pixel art, without having to hand draw each and every retake."
Console/PC, Indie, Art, Production

Appreciating the weird beauty of game prototypes  
by Alex Wawro [06.25.18]
What do your prototypes (failed or otherwise) look like? That was the question posed by Vlambeer's Rami Ismail on Twitter Friday, and devs' answers make for illuminating (and entertaining) reading.
Console/PC, Indie, Design

Don't Miss: 6 ways to make your game more appealing to speedrunners 1
by Staff [06.25.18]
As SGDQ kicks off its yearly charity speedrunning marathon, take a look at these tips from the Spelunky, Shovel Knight, Crypt of the Necrodancer, and Axiom Verge devs on making speedrunable games.
Console/PC, Indie, Programming, Design, Production

Combining pinball with platforming to build the levels of Yoku's Island Express 2
by Diego Arguello [06.25.18]
Yoku's Island Express dev Linus Larsson speaks to how Villa Gorilla wound up merging pinball with platforming elements, how they iterated on the idea, and what challenges they faced along the way.
Indie, Design

Video Game Deep Cuts: Flipping Out On Primal Rage  
by Gamasutra Staff [06.24.18]
This week's highlights include a discussion on 'asset flips' and store-bought assets for games, an emotive postmortem of canned arcade game Primal Rage II, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Radiating outward to meet the wilderness: Avery Alder on her games  
by Katherine Cross [06.22.18]
Tabletop RPG developer Avery Alder analyzes her latest game through the lens of her past work, exploring themes of collaboration, conversational storytelling, and approachability along the way.
Social/Online, Indie, Design

Don't Miss: Veteran director Khris Brown on the secrets of great voice acting 4
by Staff [06.21.18]
Producing believable, satisfying voice acting for your game is tricky business, so Gamasutra sat down with Khris Brown to explore how high-quality voicework in games comes together.
Console/PC, Indie, Audio, Design, Production

Designing a true first-person camera in Unreal Engine 4 8
by Gamasutra Community [06.21.18]
"There is little to no documentation on this specific type of first-person view...[so] I wanted to write about it. Especially since I had a few issues which took me a bit of time to resolve."
Console/PC, Indie, Design

Don't Miss: Creating audio that matters 2
by Staff [06.20.18]
Dead Space 2's J White, Limbo's Martin Stig Andersen, and One Single Life's Thom Kellar explore what goes into the creation of audio that really sticks with players and brings more to the game
Console/PC, Indie, Audio

Human: Fall Flat surpasses 4 million sold  
by Alissa McAloon [06.19.18]
Though Human: Fall Flat got its start in early access in 2016, the game’s publisher notes that the online multiplayer patch released in late 2017 helped to “greatly expand” the game’s audience.
Console/PC, Indie, Business/Marketing

Don't Miss: A Game Design Deep Dive into Darkest Dungeon's Affliction System 3
by Staff [06.18.18]
Chris Bourassa & Tyler Sigman of Red Hook Studios: "We wanted to capture the human response to stress. Any person can break under pressure, and people break in different ways."
Console/PC, Indie, Design

Video Game Deep Cuts: Another Grim E3 World  
by Gamasutra Staff [06.18.18]
This week's highlights include lots of E3 news, a Grim Fandango reading to remember, and a stellar analysis of Another World/Out Of This World.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Designing Wizard of Legend's fighting game-inspired spell combos 1
by Joel Couture [06.15.18]
"We took a lot of lessons from fighting games and manually adjusted a number of variables for each spell that made them feel good to use," says dev Dahoon Lee of the spell design for Wizard of Legend.
Console/PC, Indie, Design, Video

Video: How Move or Die continued to gain players after launch  
by Staff [06.13.18]
In this GDC 2018 session, Those Awesome Guys' Nicolae Berbece talks about how he and his team handled the release of their online party game Move or Die.
Indie, Design, Video

Don't Miss: Remastering Double Fine's Day of the Tentacle and Grim Fandango  
by Alissa McAloon [06.13.18]
Double Fine's Oliver Franzke and Shiny Shoe's Mark Cooke dig into the interesting improvements and challenges they encountered while remastering both for PS4, PS Vita, PC, and mobile.
Console/PC, Indie, Art, Design, Production

EA's Patrick Soderlund talks Anthem, loot boxes, and women in Battlefield  
by Kris Graft [06.13.18]
Electronic Arts' Patrick Söderlund explains the broad creative strategies at EA, giving us a rare birds-eye view of the motivations that drive EA as a game publisher.
Console/PC, Indie, Business/Marketing, E3

Game Design Deep Dive: Making VR movement feel like a superpower in Gunheart 1
by Brian Murphy [06.11.18]
Drifter Entertainment creative director Brian Murphy walks us through how the studio successfully made movement in its co-op VR shooter Gunheart feel good by treating it like a superpower.
VR, Indie, Design

Video Game Deep Cuts: Diggin' In Bethesda's Carts  
by Gamasutra Staff [06.10.18]
This week's highlights include a retrospective of the Diggin' In The Carts game music album, a unique video on the history of Bethesda, and many more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing