Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 25, 2018
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Updates » Indie
Make games smarter: Attend the GDC 2018 AI Summit!  
by Staff [01.30.18]
From Days Gone to neural networks to the robot AI of Horizon Zero Dawn, the GDC 2018 AI Summit is shaping up to be a smorgasbord of cool AI-focused game dev talks!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, GDC

Alt.Ctrl.GDC Showcase: Doors to the City  
by Joel Couture [01.30.18]
With a modified Tech Deck, players will take to spherical cities to do tricks in Doors to the City, feeling some of the powerful love and connection its creator has with the city they call home.
Indie, GDC, alt ctrl gdc

Tim Schafer, Rami Ismail to be honored at the 2018 GDC Awards! 2
by Staff [01.30.18]
The duo will be accepting, respectively, the prestigious Lifetime Achievement Award and Ambassador Award at this year's Game Developers Choice Awards during GDC 2018!
Console/PC, Indie, GDC

How Anamorphine strives to depict mental health differently  
by Emma Kidwell [01.29.18]
In aNoclipSessions interview, producerat Artifact 5Samantha Cookdiscusses the challenges of depicting mental health in a surreal way for their upcoming title Anamorphine.
Indie, Design, Video

GDC State of the Industry: Under 25% of devs will have a publisher on their next game  
by Staff [01.29.18]
Today we highlight another notable finding from this year's survey of nearly 4,000 game industry professionals: the fact that over 75% said they weren't working with a publisher on their next game.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

Teddy Diefenbach steps down as Square Enix Montreal creative director 1
by Alissa McAloon [01.29.18]
Diefenbach joined up with the Lara Croft Go studio back in 2016 and departs now following the apparent cancelation of his teams project.
Indie, Business/Marketing

PSA: 2 days left to register early for GDC 2018 at a discounted rate!  
by Staff [01.29.18]
With just over 48 hours to go beforeearly registration for Game Developers Conference 2018endsWednesday, January 31st at11:59 PM Pacific,now's the time register at a discounted rate!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

How The Room devs succeeded on mobile, 'the only option left to us' 1
by Jennifer Allen [01.29.18]
Fresh off the release of The Room: Old Sins, Fireproof Games' Barry Meade chats with Gamasutra about what the studio has learned in ten years of game dev, and how it stumbled into success on mobile.
Smartphone/Tablet, Indie, Design, Business/Marketing

Video Game Deep Cuts: Gorogoa's Lair of Coziness  
by Gamasutra Staff [01.29.18]
This week's Video Game Deep Cuts includes a deep dive into Gorogoa, what went wrong in the making of Lair, and the concept of 'coziness' in games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Shadowhand developer explains the cons of a long dev cycle 18
by Emma Kidwell [01.26.18]
In a blog posted to his website today, Shadowhand developer Jake Birkettdiscusses the potential pitfalls of a long development cycle.
Indie, Business/Marketing

Designing Engare, a game born of a charming geometry problem 1
by Joel Couture [01.26.18]
"One day my geometry teacher asked a question and everyone in the class was so fascinated by that question," says Engare dev Mahdi Bahrami. "I decided to make a little game based on this question."
Indie, Art, Design

Make sure to take advantage of Business Matchmaking at GDC 2018!  
by Staff [01.26.18]
GDC 2018 is just two months away, which means now is the ideal time for registered attendees to schedule meetings using the conference's powerful GDC Connect business matchmaking tool!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

Don't Miss: A recipe for a great game jam  
by Gamasutra Community [01.26.18]
Anders Rauff-Nielsen takes a look at game jams and how you might make your own jam experience even better.
Social/Online, Indie, Production

Come see GDC Play devs hone their pitching skills at GDC Pitch 2018!  
by Staff [01.26.18]
If you're coming to GDC 2018 don't miss your chance to participate in GDC Pitch, a special event designed to help select participants practice their pitching skills --in front of a live audience!
VR, Console/PC, Smartphone/Tablet, Indie, Business/Marketing, GDC

How MidBoss encodes a player's game data in shareable 'death cards' 1
by Jay Allen [01.26.18]
Gamasutra speaks with MidBoss developer Emma "Eniko" Maassen about sharing save files via Twitter, steganographically encoded in an embedded image of the protagonist's grisly fate.
Indie, Programming, Design, Business/Marketing

Video: Developing Rogue Legacy on a budget  
by Emma Kidwell [01.25.18]
In this 2014 talk, Cellar Door Games' Kenny Lee and Teddy Lee discuss the creation of Rogue Legacy and how they spent under $15k by prioritizing solutions that were cheap, fast, and reusable.
Indie, Business/Marketing, Video

Check out Celeste's remarkably granular 'Assist' options 1
by Emma Kidwell [01.25.18]
Celeste is a 2D platformerreleased earlier today thatfeatures an "assist mode" designed for players who might find thegame inaccessibledue to its difficulty.
Indie, Design

PSA: GDC 2018 attendees, book your travel and accommodations!  
by Staff [01.25.18]
If you're planning on attending GDC 2018in March, book your travel and accommodations sooner rather than later -- you can access discounted rates via the GDC Travel hub!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Don't Miss: Breaking down the scenography of Kentucky Route Zero  
by Staff [01.25.18]
Kentucky Route Zero developer Tamas Kemenczy breaks down the game's artistic inspiration.
Indie, Art

Art Design Deep Dive: Using a 3D pipeline for 2D animation in Dead Cells 3
by Thomas Vasseur [01.25.18]
"To make up for the lack of bandwidth and still deliver on quality, we had to find a pipeline that could give us great looking pixel art, without having to hand draw each and every retake," writes Dead Cells artist Thomas Vasseur.
Console/PC, Indie, Art, Production, Video, Deep Dive