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October 15, 2018
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    Emma Kidwell
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Updates » Indie
Using Steam reviews to estimate sales: A game dev guide 5
by Gamasutra Community [05.04.18]
With SteamSpy in limbo, game dev Jake Birkett offers a refresher course on his method for estimating a game's sales based on the number of user reviews it has on Steam.
Console/PC, Indie, Business/Marketing

Attentat 1942 wins a top honor at A MAZE Berlin, remains banned in Germany  
by Alex Wawro [05.03.18]
A MAZE 2018's "Most Amazing Game" award went to historical narrative game Attentat 1942, which is currently banned from sale in Berlin and the rest of Germany due to its depiction of Nazi imagery.
Indie, Business/Marketing

Slime Rancher director shares tips for surviving indie game dev  
by Alex Wawro [05.03.18]
Game director Nick Popovich's advice revolves around the notion that indie devs should think in 3s: 3 days or less on trying to solve a problem, for example, and 3 months or less on big milestones.
Indie, Design, Business/Marketing

Devs share personal touches they've hidden in games  
by Alex Wawro [05.03.18]
Last week game dev Steve Thornton took to Twitter to ask: fellow devs, have you ever slipped something into a game you're working on that's just for you? The replies are well worth a read.
Console/PC, Smartphone/Tablet, Indie, Design

Video: How to build games that can be understood at a glance  
by Staff [05.03.18]
At GDC 2018 indie dev Zach Gage (TypeShift, Really Bad Chess) gave a great talk about how important it is to think about how people will encounter your game -- right from day one of development.
Console/PC, Indie, Art, Design, Video, Vault

Analyzing the financial impact of 2 years spent on Early Access 12
by Gamasutra Community [05.03.18]
Launching after 2 years in Early Access, indie dev Tomer Barkan analyzes the financial data of producing and selling his team's first game: Judgment: Apocalypse Survival Simulation.
Indie, Business/Marketing

Video: Fizzy Brushstrokes - Crafting the art of Knights & Bikes  
by Staff [05.03.18]
At GDC 2018, Foam Sword's Rex Crowle shares exactly how he created the striking visual style at play in the studio's upcoming co-op action-adventure game Knights & Bikes.
Indie, Art, Video, Vault

Celeste's audio files are now publicly available for devs  
by Emma Kidwell [05.01.18]
Celeste's entire FMOD project has been made available to the public.
Indie, Audio

Don't Miss: The Binding of Isaac postmortem 26
by Staff [05.01.18]
In this classic feature, Edmund McMillen discusses how he added religion to Zelda, mixed it with a roguelike, and came out with a surprise hit.
Console/PC, Indie, Design, Production, Business/Marketing

Swery shares lessons learned from trying to crowdfund The Good Life 2
by Brittany Vincent [05.01.18]
"Embarrassingly, we didn't know anything about crowdfunding when we started our previous campaign," Hidetaka "Swery" Suehiro tells Gamasutra. "So we made a lot of changes."
Indie, Design

Disturbing players with unsettling camerawork in Paratopic  
by Diego Arguello [05.01.18]
Paratopic devs Doc Bufford, Jess Harvey and Chris Brown dig into how they designed the horror game's camera cuts and aesthetic touches to confuse and disturb the player in different ways.
Indie, Design, Video

Video: How Gorogoa blends storytelling with puzzle design  
by Staff [04.30.18]
In this 2018 GDC session, Buried Signal's Jason Roberts provides an extensive look at the complex design process that led to Gorogoa.
Indie, Design, Video

Video Game Deep Cuts: The God Of Portal Is Mario's Face  
by Gamasutra Editors [04.30.18]
This week's highlights include multiple God Of War interviews, how Budget Cuts moves in VR via portals, and an interview with Super Mario 64's facial sculptor, among others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Steam Spy isn't dead, but it's not back at 100% yet either  
by Alissa McAloon [04.27.18]
Steam Spy creator Sergey Galyonkin opens up about how Valve’s changes interfered with how his third-party sales tracker worked before and how he’s trying to keep the tool alive.
Console/PC, Indie, Business/Marketing

Video: Doing good user research at the end of game production  
by Staff [04.26.18]
At GDC 2015, Electronic Arts' Veronica Zammitto talks about what to do when you start testing early, and keep testing -- all the way through until the final leg of game production. 
Console/PC, Smartphone/Tablet, Indie, Production, Video, Vault

The Heartbeat Symposium: Exploring love, sex, and intimacy in games  
by Joel Couture [04.26.18]
The Blushbox Collective's Katie Stegs chats about The Heartbeat Symposium, a 3-day event that seeks to bring devs together to explore (through game jams and talks) intimacy, love, and sex in games.
Indie, Art, Design, Video

Video: Avoid mistakes when putting together a creative portfolio  
by Staff [04.25.18]
Art directors and lead artists from various studios give valuable advice on putting together a portfolio in this GDC 2018 Game Career Seminar session.
Console/PC, Indie, Art, Video

Don't Miss: A deep dive into how devs maintain tension in Nex Machina  
by Staff [04.25.18]
"We needed to cut as much of excess fat as possible and figure out what was really necessary to get the feeling you are on the 'knife's edge.'" - Henri Mustonen, Senior Level Designer at Housemarque.
Console/PC, Indie, Programming, Design

Valiant Hearts dev is making another WWI game 'to not forget, and to not repeat' 2
by Alex Wawro [04.25.18]
DigiXart cofounder Yoan Fanise chats with Gamasutra about the indie studio's new project, the World War I narrative game 11-11: Memories Untold, and how it's collaborating with Aardman Studios.
Indie, Design, Video

How many wishlists should your game have when launching on Steam? 30
by Gamasutra Community [04.25.18]
Game dev Jake Birkett asks fellow devs to share their Steam wishlist-related data and tries to suss out the all-important relationship between wishlists at launch and sales at launch.
Console/PC, Indie, Business/Marketing