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April 21, 2019
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Take me to the hole: Loss and triumph in Astroneer  
by Katherine Cross [04.19.19]
It wasn't until columnist Katherine Cross fell into a hole that she truly understood the genius of Astroneer.
Design, Console/PC, Indie

Lights in the dark: How Ashen's design sets it apart from other 'Soulslikes'  
by Cian Maher [04.18.19]
Creative director Derek Bradley opens up about the design of A44's remarkable Soulslike Ashen, and discusses how subtle art and design choices set it apart from the bleak worlds of From Software.
Design, Console/PC, Indie, Social/Online, Video

How Inkle developed its own ancient language for Heaven's Vault 2
by Jessica Famularo [04.17.19]
Enjoy this unique behind-the-scenes look at how inkle developed a whole ancient language (the 'Guitar Hero of linguistics') to be deciphered by players in the studio's new game Heaven's Vault.
Design, Indie, Video

Don't Miss: Making debugging into a mechanic in Beglitched 1
by Staff [04.19.19]
"While debugging is considered to be one of the more odious aspects of programming, I felt that under the right circumstances, it could actually be exhilarating," says AP Thompson, designer of Beglitched.
Design, Console/PC, Indie

Don't Miss: Devs reflect on the impact and legacy of Burnout Paradise 2
by Staff [04.18.19]
Devs who worked on or were influenced by Criterion Games' 2008 release Burnout Parasise reflect on what made the game so special and how it changed the racing genre.
Design, Console/PC, Indie

Don't Miss: Layering challenges in Klei's survival sim Oxygen Not Included 1
by Staff [04.16.19]
"It's the layering that makes intense decisions. In Oxygen Not Included, the player must balance all the needs of their Duplicants simultaneously. Each need is not so difficult, but it's easy to let something slip."
Design, Console/PC, Indie

Video Game Deep Cuts: Falcon Scores Weed, Needs Vacation  
by Gamasutra Staff [04.14.19]
This week's roundup includes intriguing debuts from Falcon Age and Vacation Simulator, a historical tour of The Division's New York, the trickiness of marketing your weed tycoon game & more.
Design, Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet

Don't Miss: Totally Accurate Battle Simulator and finding the fun in physics engines  
by Staff [04.12.19]
"If everyone doesn’t take the game so seriously we can have a lot more fun with it and do more," says Landfall's Petter Henriksson of the studio's penchant for weird physics in this in-depth chat.
Design, Programming, Indie



How to publish mobile game, and avoid making my mistakes  
by Eugene Litvynov [04.19.19]
Hey game devs, I would like to share my story of a game launch. I would like to tell about traps, lie in wait for indie-developer while he works with publisher.
Business/Marketing Production Indie Smartphone/Tablet

The Morality of Anti-Heroes in Video Games: Why it's Fun to be the 'Bad Guy'  
by Katrina Filippidis [04.19.19]
Video game heroes are bastions of virtue admired by players far and wide - but what about villains? Why are some of us drawn to nefarious characters, and what does that say about us?
Design Indie

How to Make Catchy Collectibles  
by Josh Bycer [04.19.19]
Collectibles have been a longstanding way of keeping players distracted, and I'm going to go over some of the important points when it comes to making them an effective time killer.
Design Console/PC Indie

Video game music composer gives lecture at the Library of Congress 2
by Winifred Phillips [04.17.19]
On April 6th, composer Winifred Phillips delivered the 1st game music composition lecture ever given at the Library of Congress, as part of their first-ever video game music event. This article includes a partial transcript of the lecture's Q&A session.
Audio Design Production Console/PC Indie Social/Online Smartphone/Tablet VR

The Importance of Being Refreshed: Why game jams can be a necessary distraction 2
by Patric Fallon [04.16.19]
Six months ago, my tiny indie studio failed our first attempt at crowdfunding a game. Without the inspiration that came from entering game jams, we may have never tried again.
Design Production Indie


4L Games — Toronto, Ontario, Canada
[04.19.19]
Game Producer


Insomniac Games — Burbank, California, United States
[04.18.19]
Associate Outsourcing Artist
Insomniac Games - Associate Outsourcing Artist

tinyBuild LLC — Bellevue, Washington, United States
[04.17.19]
Game Producer
Game Producer in tinyBuild's publishing division in Downtown Bellevue

Frictional Games — Malmö, Sweden
[04.04.19]
Audio Lead / Sound Designer


The Behemoth — San Diego, California, United States
[03.27.19]
Marketing Strategist
Marketing Coordinator