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August 18, 2018
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Rasmus Rasmussen's Blog


I've been a test lead at Microsoft and a PM at Valve Software. Currently a localization solution architect by day, and an indie game designer by night. Previous career in media production and photography, but always a game builder at heart...

I run my own little indie studio, called Tagunda, based in Seattle, WA. You can also find me on twitter, as @theprint.

Current project: Torgar's Quest, a roguelike dungeon crawl of retro proportions.


Member Blogs

Posted by Rasmus Rasmussen on Mon, 09 Apr 2018 09:30:00 EDT in Business/Marketing, Indie
Three questions new indies must be able to answer, if they have any hope of making a profit off their game. Includes link to helpful tool, and thoughts on alternate rewards.

Posted by Rasmus Rasmussen on Thu, 02 Nov 2017 09:56:00 EDT in Programming, Production
In this final article on game translation, the scripts used to work with strongs are shared alongside an example project, made in Gamemaker Studio 2.

Posted by Rasmus Rasmussen on Fri, 20 Oct 2017 10:49:00 EDT in
Part 2 of 3, on what it takes to translate a video game. This part deals with getting off to a good start, preparing your strings, tools, etc.

Posted by Rasmus Rasmussen on Wed, 11 Oct 2017 09:45:00 EDT in Programming, Production
Get a high level overview of what it takes to get your game translated in part 1 of 3 with increasing levels of detail. Part 1 is about planning and preparing for the localization process and its phases.

Posted by Rasmus Rasmussen on Mon, 09 May 2016 08:06:00 EDT in Design, Indie
How a couple of reddit posts ended up setting the tone for Torgar's Quest, and lessons learned from talking to fans of the game's genre.

Posted by Rasmus Rasmussen on Thu, 19 Nov 2015 01:30:00 EST in Design, Indie
One guy's recommendation to get feedback on your projects, right from the prototype stage, and listen to inspiration when it presents itself.

Rasmus Rasmussen's Comments

Comment In: [Blog - 10/20/2017 - 10:49]

I am glad you find ...

I am glad you find them useful Of course you may link to them all you like - that 's what they are for. :

Comment In: [Blog - 10/11/2017 - 09:45]

I did have some simple ...

I did have some simple debug tools, which are very useful for regression and skipping ahead. But I would say that 80 of the time, they were not used.

Comment In: [Blog - 09/03/2015 - 02:05]

Great read and awesome gifs. ...

Great read and awesome gifs. Thanks

Comment In: [Blog - 08/17/2015 - 02:01]

Crunch is often driven by ...

Crunch is often driven by a combination of tight schedules and overly ambitious marketing poor planning over promising compared to what is realistic . Sometimes it 's not even about the game at all, but about budgets. I have seen producers start crunching teams just before the end of the ...

Comment In: [Blog - 08/04/2015 - 05:37]

I agree, having 2 scores ...

I agree, having 2 scores would be helpful. I too, tend to skip any game with mixed reviews, and as a dev, that 's a problem for sure.

Comment In: [News - 05/14/2015 - 01:24]

This happened to me when ...

This happened to me when I ran my Kickstarter, but I must say: Kickstarter was awesome about it. Shortly after being alerted to the issue, they banned the user in question obviously and worked with Amazon to freeze refunds. In the end, I was able to keep the pledge from ...