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September 23, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Indie
Don't Miss: Exploring the rise and appeal of Roguelikes 25
by Staff [09.21.18]
In this 2014 feature, Gamasutra speaks to a number of game devs to explore the appeal of Roguelikes, both for players and developers.
Indie, Design

Inside the Awesomenauts matchmaking algorithm 6
by Gamasutra Community [09.21.18]
Joost van Dongen, lead programmer and co-founder at Ronimo Games, addresses the question at the core of online matchmaking: who should play with whom?
Console/PC, Indie, Programming, Design

Video: Game design lessons worth learning from collectible card games  
by Staff [09.20.18]
At GDC 2011 game designer Skaff Elias (who worked on a number of Magic card sets) offers insight on how you might apply the best practices of CCG design to your own games, be they physical or digital.
Console/PC, Indie, Design, Video

Political extremism and gunplay meet in The Church in the Darkness 2
by Katherine Cross [09.20.18]
Columnist Katherine Cross examines the upcoming The Church in the Darkness, a game that confronts the complicated themes surrounding political extremism.
Console/PC, Indie, Design

How Exapunks dev Zachtronics finds the fun in hacking 2
by Richard Moss [09.20.18]
"I'm kind of uninterested in the kind of hacking games where you just connect to stuff," says Zachtronics' Zach Barth. "I kind of think that hacking, maybe, is just like entirely about being cool."
Indie, Design

Video: Lessons learned from trying to gamify death  
by Staff [09.19.18]
At GDC 2012, game dev Margaret Robertson explains how UK studio Hide&Seek was asked to make a documentary game about the discovery of a corpse in a busy London block of flats -- and what they learned.
Console/PC, Indie, Serious, Design, Video, Vault

Don't Miss: Larian's lessons learned making Divinity: Original Sin 3
by Staff [09.19.18]
Studio founder Swen Vencke speaks to Larian's experience of becoming an independent, self-publishing company after 15 years of working with publishers in this Divinity: Original Sin postmortem.
Console/PC, Indie, Design, Production, Business/Marketing

IGF 2019 Inspirations: 2016 Audience Award winner Undertale!  
by Staff [09.19.18]
Don't forget, entries for all IGF award categories are being accepted through October 1! To help inspire you, today we'd like to highlight another past IGF winner: Toby Fox's charming Undertale!
Indie, Design

Witch-craft: How Dicey Dungeons balances chance and predictability 1
by Alex Wiltshire [09.19.18]
Veteran game dev Terry Cavanagh (VVVVVV, Super Hexagon) opens up about the design process of his latest game, Dicey Dungeons, and explains how he created and playtested a specific class: the Witch.
Indie, Design

PAX Australia puts out a call for tabletop devs looking for playtesters  
by Emma Kidwell [09.18.18]
PAX Australia has put out a call for tabletop game developers working on a board game or RPG who wish to play-test their work at the PAX Collaboratory during the conference. 
Indie, Design

Long-running game dev interview series Don't Die now available in audio form  
by Emma Kidwell [09.14.18]
Interviews with game developers from the series Don't Die have been converted as audio and uploaded to YouTube, featuring discussions with individuals from experimental indies to triple-A vets.
Console/PC, Indie, Design

Head like a hole: The wisdom of Donut County dev Ben Esposito  
by Alex Wawro, Bryant Francis [09.14.18]
Ben Esposito spent six years of his life making a wonderful game about a hole that eats up a California county -- and he learned a lot along the way.
Console/PC, Smartphone/Tablet, Indie, Art, Design, Business/Marketing

Video: The risky development of Sword & Sworcery  
by Staff [09.13.18]
In this classic GDC 2012 talk, Capy Games' Nathan Vella outlines the choices made by the team that helped one of the App Store's weirdest games become a critical and financial success.
Indie, Design, Video

Opinion: The dark allure of We. The Revolution  
by Katherine Cross [09.13.18]
Columnist Katherine Cross examines We. The Revolution, a gorgeous strategy-simulation game from Polish studio Polyslash that puts players in the role of a Revolutionary Tribunal during the French Revolution.
Indie, Design

IGDA collaborates with IEP to bring indie devs online learning resources  
by Emma Kidwell [09.13.18]
The IGDA and IEP are collaborating on providing online lessons aimed at helping indie devs improve the commercial viability of their games.
Indie, Production, Business/Marketing

Why some devs partner with investment funds over publishers  
by Alissa McAloon [09.13.18]
Polygon spoke with a couple of devs currently working with the investment fund Kowloon Nights to offer a look at why those devs went with the fund instead of a more traditional publisher.
Indie, Business/Marketing

Pitch your exciting, insightful game UX talks for GDC 2019's UX Summit!  
by Staff [09.13.18]
GDC organizers are still accepting UX Summit talk submissions -- but only until Friday, October 5th at 11:59 PM Pacific!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, GDC

Don't miss your shot to pitch a talk for GDC 2019's Indie Games Summit!  
by Staff [09.12.18]
Hey devs, the 2019 Game Developers Conference is still accepting Independent Games Summit talk submissions -- but only through 11:59 PM Pacific on Friday, October 5th!
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

IGF 2019 Inspirations: 2017 Grand Prize winner Quadrilateral Cowboy  
by Staff [09.12.18]
Entries for all IGF 2019 categories are being accepted through October 1, with finalists announced in early January! To help inspire you, today we briefly profile 2017 winner Quadrilateral Cowboy!
Indie, Design, IGF

Video: Surviving the transition from college to indie dev  
by Staff [09.11.18]
At GDC 2018, noted indie developers Ted DiNola, Asher Vollmer and Jenny Jiao Hsia take the stage to offer their own stories about how they succeeded after (and during) college in different ways!
Indie, Production, Business/Marketing, Video, Vault