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June 18, 2018
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Updates » Indie
Road to the IGF: Matt Makes Games' Celeste  
by Joel Couture [03.07.18]
Celeste takes players on daring, challenging mountain climbs, with its music carrying the player along the varied emotions the heroine feels along her adventure.
Indie, Video, IGF

Blog: How to design for coziness 3
by Gamasutra Community [03.07.18]
What do Dark Souls, Harvest Moon, and Night in the Woods have in common? This analysis offers a philosophy and tips for achieving cozy aesthetics, mechanics, narratives, and work environments.
Console/PC, Indie, Design

Check out the now open-source code powering UI layout in Heaven's Vault  
by Alissa McAloon [03.06.18]
Heaven’s Vault dev inkle Studios has released SLayout, the Unity UI layout and animation system used in the game, on GitHub.
Console/PC, Indie, Programming

Road to the IGF: Playables' Kids  
by Joel Couture [03.06.18]
Nuovo Award-nominated Kids is a game of crowds - of exploring our relationships in terms of our positions we take relative to one another.
Indie, IGF

Don't miss all the cool machine learning talks at GDC this year!  
by Staff [03.06.18]
Come to GDC 2018 later this month and learn how top devs at companies like Naughty Dog and Ubisoft are applying machine learning techniques to make better games!
Console/PC, Indie, Programming, Design, GDC

Devs reflect on the impact and legacy of Burnout Paradise  
by Samuel Horti [03.06.18]
We could have titled this feature (in which Burnout Paradise co-creator Alex Ward & other devs reflect on the design & impact of the influential open-world racer) Paradise Lost & Found, but we didn't.
Console/PC, Indie, Design, History

Into the Breach dev on UI design: 'Sacrifice cool ideas for the sake of clarity every time'  
by Alex Wawro [03.05.18]
"As a game design principle, we would sacrifice cool ideas for the sake of clarity every time," says Into the Breach dev Justin Ma. "If it can be shown in a clear way, [then] yes, we can have that."
Indie, Design

Video: How Gone Home was localized by fans  
by Emma Kidwell [03.05.18]
In this 2014 GDC talk, The Fullbright Company's Johnnemann Nordhagen explains how Gone Home enabled, supported, and encouraged fan-made translations for the game.
Indie, Production, Video

Road to the IGF: Brianna Lei's Butterfly Soup  
by Joel Couture [03.05.18]
Butterfly Soup explores love between young women over baseball, having players connect closely with some friends as they play, talk, and text together.
Indie, Video, IGF

At GDC 2018, see how Edith Finch's devs weaved 13 prototypes into 1 game  
by Staff [03.05.18]
It's nearly here: GDC 2018! As you prepare yourself accordingly, organizers want to make sure you don't overlook a great talk about the unique production of indie hit What Remains of Edith Finch.
Indie, Production

How an injured dev learned to make games without using his hands 1
by Brittany Vincent [03.05.18]
Longtime game dev Rusty Moyher chats with Gamasutra about exactly how (and why) he created his new game Dig Dog almost entirely without using his hands due to severe RSI.
Indie, Serious, Production

Video Game Deep Cuts: It's Perfect, It's Water, It's Wine  
by Gamasutra Staff [03.04.18]
This week's article & video highlights include Bennett Foddy on the pitfalls of perfectionism, a piquant analysis of Where The Water Tastes Like Wine, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Celeste devs release player movement code for the tough-as-pitons platformer 2
by Alex Wawro [03.02.18]
It's a nice way to pull back the curtain on the game's development, especially for coders who have played/watched Celeste and wondered how, exactly, the protagonist moves.
Indie, Programming

Road to the IGF: ULTRA ULTRA's Echo  
by Joel Couture [03.02.18]
Echo takes players to a palatial space station, one eerily filled with clones of the heroine that shift and adapt to the player’s style, taking their actions as their own.
Indie, Video, IGF

Designing Florence to convey the ineffable feeling of being in love  
by Joel Couture [03.02.18]
"I learned a lot about storytelling during this," says creative director Ken Wong. "So much of it is about making the characters relatable, getting [players] to feel like they've been in this moment."
Smartphone/Tablet, Indie, Art, Audio, Design, Video

Road to the IGF: Infinite Fall's Night in the Woods  
by Joel Couture [03.01.18]
Night in the Woods aims to capture that feeling of trying to go home to a place that no longer exists, following Mae back to her old town and friends to find it all very different now.
Indie, Video, IGF

Play these 24 games in the Indie Megabooth Showcase at GDC 2018  
by Staff [03.01.18]
GDC 2018 is this month, and today organizers share the full list of games and devs that are coming to GDC 2018 as part of the Indie MEGABOOTH Showcase!
Indie, Business/Marketing, GDC

Road to the IGF: E-Studio's Tormentor X Punisher 3
by Joel Couture [02.28.18]
Tormentor X Punisher draws the player into bloody, frantic gunplay with pounding music, screen-shaking effects, and a few hidden audio tricks that make the player's actions part of the sound.
Indie, Video, IGF

See GDC 2018 speakers (try to) pitch their talks to you in 60 seconds!  
by Staff [02.28.18]
These "Flash Forward" videos are always perfect summations of what makes GDC sessions great: they're fun, charming, and surprisingly informative!
Console/PC, Indie, Business/Marketing, GDC

Become a better producer in a day at the GDC 2018 Producer Bootcamp!  
by Staff [02.28.18]
The GDC 2018 Producer Bootcamp on Tuesday, March 20th is going to be a fantastic day-long learning opportunity with a ton of expert sessions on the ins and outs of being a great producer in game dev.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, GDC