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April 20, 2018
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Updates » Indie
Director Yoko Taro to discuss the making of Nier: Automata at GDC 2018  
by Staff [02.14.18]
His talk with PlatinumGames' Takahisa Taura, "A Fun Time in Which Some No-Good Game Developers May or May Not Discuss 'How we made NieR:Automata'", promises to be fascinating and/or entertaining. 
Console/PC, Indie, Art, Design, Production, GDC

How Fourattic captured the '80s with Crossing Souls' art design  
by Jack Yarwood [02.14.18]
Spanish studio Fourattic released its '80s love letter of a game Crossing Souls this week, and here Gamasutra chats with the lead animator and artist about how the game's unique look was achieved.
Indie, Art, Design, Video

Video: Six techniques for giving the player a unique narrative  
by Emma Kidwell [02.13.18]
In this 2016 GDC talk, Paranoid Productions' Richard Rouse III explores the strengths of games with dynamic stories, taking a look at six specific techniques that have been used in a variety of games. 
Console/PC, Indie, Design, Video

Google removes 77 percent of Game Dev Tycoon's positive reviews 1
by Emma Kidwell [02.13.18]
In a blog post published today, Game Dev Tycoon developer Patrick Klug pointed out how Google removed 77 percent of positive reviews written by Android players from the Google Play store. 
Indie, Business/Marketing

Alt.Ctrl.GDC Showcase: Puppet Pandemonium  
by Joel Couture [02.13.18]
Puppet Pandemonium is about a puppet show where the characters are playing the games, with the audience joining the fun by helping them play well.
Indie, Video, alt ctrl gdc

South Australia sections off $1.5M for local game dev community  
by Alissa McAloon [02.13.18]
The government of South Australia has put aside $2 million AUD, roughly $1.5 million USD to assist local game developers through both grants and the creation a game dev focused co-working space.
Indie, Production, Business/Marketing

Road to the IGF: Pocketwatch Games' Tooth and Tail  
by Joel Couture [02.13.18]
Tooth and Tail looks to simplify and streamline the RTS to make it approachable, quick, and focus on improvisation and strategy over reflexes and memorization (plus add fun animal units).
Indie, Video, IGF

Here are the charming indie games you'll play at the GDC 2018 Mild Rumpus  
by Staff [02.13.18]
Warm and welcoming indie game collective Wild Rumpus returns to GDC 2018 with games like Nour, Hypnospace Outlaw, Palmystery and more!
Indie, GDC

Come hone your skills at the GDC 2018 Community Management Summit  
by Staff [02.13.18]
Come to the Community Management Summit at GDC 2018 for a ton of great talks from experts at Psyonix, King, Blizzard, and many more!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

Don't Miss: Crafting the complex, chaotic ecosystem of Rain World 1
by Alissa McAloon [02.12.18]
All of the creatures in Rain World have their own survival needs. Outside of the player's field of view, they're still alive, hunting food, getting into territorial fights, and finding new homes.
Console/PC, Indie, Design

Alt.Ctrl.GDC Showcase: Grave Call  
by Joel Couture [02.12.18]
Grave Call buries a player in a coffin with a smartphone and a low battery, having them communicate clues with a police dispatcher in order to be found in time.
Indie, GDC, alt ctrl gdc

Road to the IGF: Nifflas Games' Uurnog Uurnlimited  
by Joel Couture [02.12.18]
Uurnog Uurnlimited is a game of unintentional mayhem, where players collect animals and puzzle-solving (sometimes explosive) blocks, bringing them to a save room that saves their every mistake.
Indie, IGF

Designing drama into the turn-based combat of Divinity: Original Sin 2 4
by Alex Wiltshire [02.12.18]
“Fights are basically performances, and you want some kind of plot in them," Divinity: Original Sin 2 systems designer Nick Pechenin says in this deep dive into how (and why) the game's combat works.
Console/PC, Indie, Design

The hands-free development of Dig Dog  
by Emma Kidwell [02.09.18]
In an interview with Ars Technica, game developer Rusty Moyher shared how he programmed and created art assets for Dig Dog using his voice and an interesting alternative to a hands-on mouse. 
Indie, Design

Don't Miss: The dramatic value of player motivation in story-driven games 3
by Emma Kidwell [02.09.18]
This article concerns the dramatic value of player-character motivation in story-driven games, and illustrates techniques for adding a second narrative layer to game objectives.
Console/PC, Indie, Design

Alt.Ctrl.GDC Showcase: Unicornelia  
by Joel Couture [02.09.18]
Unicornelia teaches some fun, yet important lessons about mental health by having players wear a tent-sized unicorn outfit and work through aspects of their social/work life.
Indie, alt ctrl gdc

Road to the IGF: DANG!'s IO Interloper  
by Joel Couture [02.09.18]
IO Interloper aims to make the player feel like a hacker, working through clunky interfaces to hack cameras and drones in their attempts at corporate espionage.
Indie, IGF

The Fire Fades: Dealing with the scourge of burnout in game dev 8
by Joel Couture [02.09.18]
Gamasutra speaks with a medical professional and a handful of devs about their personal stories of burnout, and how, as an industry, we can better prevent the awful practices that lead to it.
Console/PC, Indie, Serious, Production

Alt.Ctrl.GDC Showcase: Hi-5 Heroes  
by Joel Couture [02.08.18]
Hi-5 Heroes will have players high-fiving, down lowing, and too-slowing to the beat as they work to follow differing sets of instructions.
Indie, Video, alt ctrl gdc

Don't Miss: Designing mobility in Shovel Knight: Specter of Torment 6
by Gamasutra Community [02.08.18]
A review of the design iteration and process that led to Specter Knight's unique mobility in Shovel Knight: Specter of Torment.
Console/PC, Indie, Design