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January 18, 2018
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Updates » Indie
Video Game Deep Cuts: XXX Loot On Your Steam Death  
by Gamasutra Staff [10.08.17]
Some of this week's top longform articles/videos include more loot box opinions, the history of the ill-fated BMX XXX, what happens to your Steam account when you die, and more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Game devs help raise nearly $400k during One Special Day charity event  
by Alex Wawro [10.06.17]
The SpecialEffect charity helps people with disabilities play video games, and it has raised over £300k (~$392k USD) to fund its charitable work during its recent One Special Day fundraising event.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Video: Game career advice from women who have been there and done that  
by Staff [10.06.17]
This fantastic series of microtalks (delivered at GDC 2017's Game Career Seminar) offers would-be game devs (especially women) some career advice gleaned from notable devs' own industry experiences.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

What's up with all these niche 'hardcore realism' games from Eastern Europe? 5
by Jessica Famularo [10.06.17]
Many hardcore survival sims from Eastern European davs have found passionate niche audiences. We spoke to the makers of Life is Feudal, Escape from Tarkov, and Legends of Eisenwald about this trend.
Console/PC, Indie, Design, Business/Marketing

Sirvo's Asher Vollmer reminds devs: know your audience, and be kind  
by Alex Wawro [10.05.17]
"Flappy Bird knows what it is," says Vollmer in a new episode of Designer Notes. "The problem with Semi-Automatic is we didn't know who this was for. We were just making it for, like, the world."
Indie, Production

Faithfully adapting the tabletop classic Ogre  
by Jennifer Allen [10.05.17]
Auroch Digital talks about the challenges of faithfully adapting Steve Jackson Games' classic 1977 tabletop title Ogre.
Console/PC, Indie, Design, History, Video

Devs swap fun stories of how they named their game  
by Alex Wawro [10.04.17]
How does a game get its name? That's the question No More Robots founder Mike Rose posed on Twitter today, and the responses he got (from 80 Days to Rock Band) are worth reading.
Console/PC, Indie, Design

New time-lapse videos showcase Thirty Flights of Loving's development  
by Alex Wawro [10.04.17]
Now, many years later, developer Brendon Chung has uploaded a playlist that showcases how different facets of the IGF award-nominated game were developed using a modified Quake 2 engine.
Indie, Production, Video

Tracing PlayStation's brief 'indie heaven' back to the humble PSP Go  
by Alex Wawro [10.04.17]
"The initial plan was to get us involved in doing something that was a little bit more fluid," ex-Sony exec Neil Soane tells Zam in a tale about how PlayStation's big indie push started on the PSP Go.
Console/PC, Indie, Business/Marketing

Video: A behind-the-scenes look at the art of Old Man's Journey  
by Staff [10.04.17]
At GDC 2017, Broken Rules' Clemens Scott spoke frankly about how Old Man's Journey got its unique look -- and how they set up their art pipeline to efficiently produce that look.
Indie, Art, Video, Vault

Don't Miss: 7 horror games (plus some movies) every designer should study 22
by Staff [10.04.17]
In this timeless feature, Gamasutra speaks to a handful of game developers from across the industry (and the world) to get their recommendations on what horror games designers should play -- and why.
Console/PC, Indie, Design

Getting the message right in Another Lost Phone 1
by Brock Wilbur [10.04.17]
"As developers we know what we want to talk about, but it takes asking people how they felt after playing and why. That’s the only way to get this right."
Console/PC, Indie, Design, Video

Connecting educators with the unique teaching ability of games  
by Joel Couture [10.03.17]
Santeri Koivisto, CEO of TeacherGaming, looks to connect teachers with the educational value in games like Kerbal Space Program, Epistory, and Democracy 3.
Console/PC, Indie, Serious, Design, Business/Marketing

Sponsored: Fraud is a growing problem, but game publishers can strike back  
by Jeremy Coker [10.03.17]
Game publishers must deploy a fully featured storefront experience to deter consumers from going to the gray market for game keys, says Jeremy Coker, group vice president for games and entertainment at Digital River.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Sponsored Article

Game Design Deep Dive: Managing randomization, frustration in Everspace 3
by Hans-Christian Kühl [10.03.17]
Hans-Christian Kühl of Rockfish Games on dealing with randomization and frustration in Everspace, a 3D sci-fi shooter with roguelike elements.
Console/PC, Indie, Design, Production, Video, Deep Dive

IndieBox shuts down its 'indie game in a box' subscription service  
by Alex Wawro [10.02.17]
This is potentially a bummer for devs who had hopes of working with IndieBox to get their own games included in the program, and it suggests the "game in a box" subscription service business is tough.
Indie, Business/Marketing

Dev calls it quits after losing entire game catalog in Valve's 'fake games' purge 19
by Alex Wawro [10.02.17]
Assuming they stay gone, their departure highlights what so many devs already know so well: that Steam (and therefore Valve) can make or break careers in the game industry. 
Indie, Business/Marketing

Video: You suck at showcasing your game -- here's how to improve  
by Staff [10.02.17]
At GDC 2017 indie game dev Nicolas Berbece takes the stage to offer tips and practical advice you can use to make your next event worthwhile.
Console/PC, Indie, Business/Marketing, Video, Vault

Crafting the visuals of 20XX for maximum comprehensibility  
by Joel Couture [10.02.17]
"The game’s second visual iteration took on a very colorful, Saturday-morning-cartoon kind of vibe, which ended up working really well with the game’s quick pace and need for instant player reactions."
Console/PC, Indie, Art, Design, Video

Video Game Deep Cuts: The Creative Loot Box Observer  
by Gamasutra Staff [10.01.17]
Some of this week's highlights include the history of Creative Assembly, a disassembly of the loot box phenomenon, and analysis of the cyberpunk standout Observer.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing