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November 27, 2021
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Updates » Indie
Why do some games just... keep selling?  
by Gamasutra Staff [11.09.20]
Sometimes games just keep selling. You can compare games that have 250 Steam reviews in their first week and come back a year later, and some have 500 and a few have 2-4,000. Why?
Console/PC, Indie, Art, Design, Production, Business/Marketing

Don't Miss: 6 techniques to make game narratives more dynamic 2
by Staff [11.04.20]
Game designer Richard Rouse III outlines six different techniques for adding dynamism to game stories, and cites several games that exemplify each of these techniques.
Console/PC, Indie, Design

Don't Miss: Building a light-hearted puzzle game around Friday the 13th  
by Staff [11.03.20]
"We were aware of a fine line when doing comedy this dark," says Friday the 13th: Killer Puzzle dev Nate Schmold. "It can easily cross over from gross-but-funny to just nasty."
Indie, Design

Mobile game sales deep dive: Meteorfall: Krumit's Tale  
by Gamasutra Staff [11.02.20]
Looking at the iOS/Android launch fortunes of Meteorfall: Krumit's Tale, a high quality $6.99 USD premium (no IAP) title which got featured by Apple on launch. How did it do? Answers within...
Smartphone/Tablet, Indie

Don't Miss: Game dev advice for creating terrifying and memorable 2D monsters  
by Staff [10.30.20]
Devs who've worked on Battle Chef Brigade, Darkest Dungeon, Guacamelee and more share their favorite tips and techniques for designing fantastic 2D monsters.
Console/PC, Smartphone/Tablet, Indie, Art

Don't Miss: The six year journey to Donut County  
by Staff [10.29.20]
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, Indie, Art, Design, Business/Marketing

The big boost - PlayStation Plus & Fall Guys' success?  
by Gamasutra Staff [10.29.20]
Was launching Fall Guys on PlayStation Plus a smart discoverability insurance policy, or a big waste of money? This and a whole bunch of other game discovery thoughts within...
Console/PC, Social/Online, Indie, Design, Production, Business/Marketing

Facebook's cloud gaming push, why social gaming took off, more!  
by Gamasutra Staff [10.28.20]
What's up with Facebook's cloud gaming push? Why did social gaming take off during COVID? And how do you write the perfect pitch email? Discovery news galore within...
Console/PC, Indie, Design, Production, Business/Marketing

Call for data: (Steam) game revenue over time?  
by Gamasutra Staff [10.27.20]
So your game made $50k in its first week on Steam. But at the end of Year 1, will you have $100k or $250k? Fill in the survey to find out averages! (Plus: bonus takeaways from previous surveys.)
Console/PC, Indie, Design, Production, Business/Marketing

Don't Miss: 7 examples of game AI that every developer should study 5
by Staff [10.26.20]
These games are all notable for the interesting, clever, novel ways in which they use AI. All are worth a closer look if you're eager to let a little algorithmic thinking improve your game design.
Console/PC, Indie, Programming, Design

PlayStation's new (web) store, genre viability & more  
by Gamasutra Staff [10.23.20]
What's up with the new PlayStation web store? How about genre viability on Steam? This and many other questions will be answered in the latest game discovery round-up...
Console/PC, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

Don't Miss: What Nintendo's indie program looked like way back in 2014 16
by Staff [10.23.20]
In this 2014 chat with Nintendo, Gamasutra digs into what Nintendo was doing for independent developers and what sort of indie games it wanted to land on its platforms.
Console/PC, Indie

We need to talk about Steam & China 1
by Gamasutra Staff [10.22.20]
What's going on with Steam in China, and what's going to happen in the future? Take a trip though the possibilities, the government licensing complexities, and more!
Console/PC, Indie, Art, Design, Production, Business/Marketing

Don't Miss: The designer is god--or the devil--in The Talos Principle 4
by Staff [10.21.20]
The Talos Principle presents players with theological questions as well as puzzles. 'The Garden of Eden is a perfect fit for a story about creating a new intelligence,' says co-writer Jonas Kyratzes.
Console/PC, Indie, Design

What happened with Microsoft's Switch publishing experiments?  
by Gamasutra Staff [10.19.20]
This game discovery look examines an interesting area of research - how Microsoft playing nice with other platforms looks to have been an attempt to extend the Xbox ecosystem to those very platforms.
Console/PC, Indie, Design

Don't Miss: Crafting GoNNER's modular abilities  
by Staff [10.16.20]
"I thought, what if your character's head is an item that you can pick up and use for stuff? And that naturally became having different kinds of heads, and obviously, they would give you different abilities."
Console/PC, Indie, Design

Switch game discovery - look on the bright side?  
by Gamasutra staff [10.16.20]
With Switch game discoverability, perhaps everyone's pessimist side has been over-exposed. So here's why you should dig releasing on Switch! (And more discovery news.)
Console/PC, Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

Don't Miss: The undying allure of the Metroidvania 19
by Staff [10.15.20]
In this timeless 2015 feature, Gamasutra's Christian Nutt speaks to a swath of devs about the "Metroidvania" genre -- what drew them to it, and its potential.
Console/PC, Indie, Design

How to get on the good side of media & streamers  
by Gamasutra Staff [10.14.20]
Analyzing a Twitter thread asking ‘content creators’ & media folks about the game promo-related practices that devs and publishers should stop doing. Plus lots more game discovery goodness!
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

10mg: invading Steam with microgames to make a point 1
by Gamasutra Staff [10.14.20]
As games flood onto Steam, some devs are trying to make their games even more complex. Not so the 10mg (Ten Minute Games) project, a series of 10 microgames which each take 10 minutes to complete.
Console/PC, Indie, Design, Business/Marketing