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January 16, 2021
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Peter Angstadt's Blog



I'm the Co-Founder, Engineer, and Designer at Turtle Sandbox. Our first game is the award winning action strategy Cannon Brawl. I've learned a ton during it's development and hope share it all with other developers.

I'm also now a full time gameplay engineer at Giant Squid Studios, working on Abzu.


Member Blogs

Here's a recap of best talks I saw at GDC this year and where you can check them out online right now, plus how you can attend if you can't afford the big cost on the pass.

There are some dangerous hazards in game development that don’t get talked about much. Here’s a few that I have run into working on Cannon Brawl and talking with fellow developers.

Fast and continual iteration is key to making a good game. But how exactly do you iterate? When do you keep going on a feature and when do you scrap it?

Peter Angstadt's Comments

Comment In: [Blog - 06/01/2017 - 03:38]

Excellent article, really insightful. Looking ...

Excellent article, really insightful. Looking at gameplay in terms of the ability to plan, especially in the context of narrative games is really interesting. The concrete examples you laid out are really helpful as well and the breakdown of SOMA vs. Amnesia. Gonna be thinking about this for a long ...

Comment In: [Blog - 11/03/2015 - 01:09]

This is a great mindset ...

This is a great mindset for thinking about kickstarter and indie game projects in general. Really good stuff here, this is a great resource

Comment In: [Blog - 05/05/2015 - 01:22]

I was probably a bit ...

I was probably a bit too broad with the title and didn 't define 'tech ' as well as I could have. To clarify I mean core tech/engine rendering, shader pipeline, asset pipeline, platform porting, etc . Certainly any game is going to have some interesting technical challenges that will ...

Comment In: [Blog - 03/12/2015 - 01:54]

That would be cool In ...

That would be cool In the meantime, this guy wrote something that might float your boat: r n r n r n r nIt 's 'app '-centric but a lot of it can be applied to games.

Comment In: [Blog - 02/11/2015 - 03:39]

Sounds like you 're making ...

Sounds like you 're making the right call.

Comment In: [Blog - 02/03/2015 - 01:50]

The first is very mechanical, ...

The first is very mechanical, which is going to work if your audience is other developers. The second one is going to be better for non-developers. I 'm more interested in the second one, even though I 've played R-type and Ikaruga. r n r nHere 's another take that ...