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Updates » Indie
Video Game Deep Cuts: A Need For Soderbergh's PlayerUnknown 2
by Gamasutra Staff [11.19.17]
The best longform articles & podcasts of the week include a look at Need For Speed's monetization, Steven Soderbergh's new interactive film project, and a podcast talking to Brendan 'PlayerUnknown' Greene.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Devs sound off on the 2017 Indie Soapbox  
by Staff [11.17.17]
In the course of an hour ten indie devs from around the industry take the stage at GDC 2017 toshare what's on their mind, tackling everything from taste (get some!) to self-care to indie rockers.
Indie, Design, Production, Business/Marketing, Video, Vault

The Legend of Zelda: Breath of the Wild leads Golden Joystick award winners  
by Alissa McAloon [11.17.17]
Nintendo's open world Zelda title walked away with four awards during the show, with PlayerUnknown's Battlegrounds, Cuphead, and Horizon Zero Dawn following close behind.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie

Video: How to put out fires and stay creative as a game writer  
by Staff [11.16.17]
At GDC 2017 writersGeorge Ziets, Leanne Taylor-Giles, Chris Avellone, Colin McComb, and Gavin Jurgens-Fyhriediscuss the ins and outs of being a writer in games, from AAA to indie to tabletop.
Console/PC, Indie, Design, Video, Vault

Blog: Rendering the mud and water of Spintires:MudRunner 8
by Pavel Zagrebelnyy [11.16.17]
Here we present technical details behind rendering of mud and water in Spintires:MudRunner, a driving simulation game, developed by Saber Interactive and published by Focus Home Interactive.
Console/PC, Indie, Programming, Art, Design

Video: How architectural design can help you build better levels  
by Staff [11.15.17]
At GDC 2016's Level Design Workshop, trained architect and game maker Claire Hosking gave a great talk abouthow architectural design principles can help level designers achieve their goals.
Console/PC, Indie, Design, Video, Vault

The making of 20XX: Listening well and lucking out 7
by Chris King [11.15.17]
We developed 20XX over the course of 4 years, most of which ended up being public via Early Access. We talk about the game's timeline, lessons learned, and how competition affected our development.
Console/PC, Indie, Art, Design

IO Interactive has cut a deal to make a Hitman TV series 1
by Alex Wawro [11.14.17]
The team behind last year's episodic hit-'em-upHitmanhave confirmed they've cut a deal with Fox 21 and Hulu to produce a television series based on the game.
Indie, Business/Marketing

AbleGamers is offering sponsorships to three Train Jam-curious developers  
by Alissa McAloon [11.14.17]
The AbleGamers Foundation is partnering up with Train Jam to help three game developers with disabilities attend both the mobile game jam event and, following the trip, GDC.
Indie

Dev Q&A: Zachtronics team on building personality into puzzles  
by John Harris [11.14.17]
"I think the way to avoid ludo-narrative dissonance is to make it so that your story is your gameplay."
Console/PC, Indie, Art, Design, Business/Marketing, Video

Classic Postmortem: The Behemoth's Alien Hominid GDMag Exclusive 3
by Tom Fulp & John Baez [11.13.17]
13 years ago, The Behemoth's classic run and gun title received its first commercial release.To honor this indie game milestone, we present this postmortem that ran in Game Developer magazine in 2005.
Console/PC, Indie, Art, Design, Production, Business/Marketing, History, GD Mag Exclusive

Video Game Deep Cuts: E.T. Solitaire - The Hob Odyssey  
by Gamasutra Staff [11.12.17]
This weeks articles & videos of the week include how E.T. for Atari 2600 was reviewed on its release, a new Solitaire standout, a video on Hob's design, and multiple Mario / Odyssey pieces.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

The Game Awards adds new honors, including an award for 'live games'  
by Alex Wawro [11.10.17]
This new award is interesting because it prominently highlights how important the care and feeding of live gameshas become in contemporary game dev, especially for big-budget studios.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Don't Miss: Cibele and playing with the connections we create through tech  
by Staff [11.10.17]
Gamasutra takes a look back on what this intensely personal game about a youthful online romance has to say about the bonds that we form with one another via technology.
Console/PC, Indie, Design

Attend GDC 2018 to hear from The Long Dark's creator on storytelling in a sandbox game  
by Staff [11.10.17]
At GDC 2018, Hinterland Games founder Raphael van Lierop will examine how it'spossible to successfully marry a linear, authored narrative experience to an open-world sandbox.
Indie, Design, GDC

Conveying backstory via character and dungeon design in Sundered 1
by Alan Bradley [11.10.17]
For Sundered, we built a world with a very complex backstory, says Thunder Lotus Games creative director Will Dub, and then tried to communicate it throughout the game: through the monster and dungeon design.
Console/PC, Indie, Design, Video

Video: Balancing trust, creativity, and business in game UX  
by Staff [11.09.17]
At GDC 2017's UX Summit, a panel of prominent user experience researchers, creatives, and producers acknowledged the challenge and spoke frankly about the tricky business of making good UX in games.
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing, Video, Vault

Don't Miss: How paying for content ratings can hurt indie devs 9
by Alex Wawro [11.09.17]
This timeless 2015 story examines why some indies pay $300-$1k per platform to get their digital console game PEGI-rated for release in Europe, and how that charge affects their ability to make games.
Console/PC, Indie, Business/Marketing

Come to GDC 2018 for real talk on staying creative in difficult times  
by Staff [11.09.17]
Veteran game dev Laralyn McWilliams will explore the challenges of working in a creative field while dealing with stress, grief, & change, drawing on her own experiences dealing with cancer.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, GDC

Video: Telling game stories with unsaid words and unreliable narrators  
by Staff [11.07.17]
At GDC 2016's Narrative Summit, game and narrative designer Mata Haggis took the stage to walk devs through the value of leaving things unsaid when crafting stories for their games.
Console/PC, Indie, Design, Video, Vault