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January 17, 2018
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Updates » Indie
Don't Miss: Creating an adaptive narrative in Reigns 7
by François Alliot [08.25.17]
With a sequel now on the way, take a look back at this game design deep dive from Reigns creator François Alliot on how the game's swipe-driven narrative fell into place.
Smartphone/Tablet, Indie, Programming, Design

Video: Will Wright's classic 2001 keynote on game design inspirations 1
by Staff [08.24.17]
"You can't wait for inspiration; you have to go after it with a club," said Wright, reciting a famous quote from author Jack London in his lost to the Internet (until now!) 2001 GDC design keynote. 
Console/PC, Indie, Design, Video, Vault

Opinion: Sig: Manual of the Primes shines at GenCon  
by Katherine Cross [08.24.17]
This “Cosmopolitan Planar Fantasy Roleplaying Game” focuses on how a city with hidden doorways to every imaginable universe would produce a variety of cultures, ideologies, religions, and attitudes.
Indie, Design

Prioritizing accessibility made Way of the Passive Fist much better 2
by Joel Couture [08.24.17]
What the developers of Way of the Passive Fist learned from collaborating with Clint "Halfcoordinated" Lexa, a speedrunner who plays many games one-handed, helped to ensure maximum accessibility.
Console/PC, Indie, Design, Video

Reach out and touch mouse: Designing Moss' healing mechanic to feel right in VR  
by Alex Wawro [08.23.17]
"Finally the healing came out of you reaching in and holding Quill," Moss dev Chris Alderson tells Develop. "You could do it in the middle of combat and it just felt right."
Indie, Design

Opinion: Cultural junk food gets less respect when it's girly 6
by Katherine Cross [08.23.17]
Consider the difference in cultural regard between spy novels and romance novels; it doesn’t take a genius to see why Ian Fleming's schlock is more respected than Stephanie Meyers' schlock.
Console/PC, Indie, Design

Boosting complexity (and absurdity) of prison breaks in The Escapists 2  
by Joel Couture [08.23.17]
"Fans really responded well to the humor of the first game. That tone really allowed us to add some more… ‘unorthodox’ escape ideas to the sequel."
Console/PC, Indie, Design, Video

Opinion: Game design lessons from the tabletop RPG Monsterhearts 2  
by Katherine Cross [08.22.17]
A zine by the creator of tabletop RPG Monsterhearts 2 details the story of the series’ origins and her thinking behind updating the Powered-by-the-Apocalypse game.
Console/PC, Indie, Design

Teaching players without tutorials in Kingdoms and Castles 3
by Joel Couture [08.22.17]
"The game doesn't have a formal tutorial, so, we try to make everything as obvious and accessible as possible. It starts with two basic problems that need to be solved: homelessness and hunger."
Console/PC, Indie, Design, Video

Opinion: Exploring feminist game design in role-playing book #Feminism 7
by Katherine Cross [08.21.17]
#Feminism: A Nano-Game Anthology is a collection of 34 short RPG experiences. The collection demonstrates the similarity between feminism as an academic lens and feminism as a game design method.
Console/PC, Indie, Design

Q&A: Bloodstained creator's keys to making a great 'Igavania' game 5
by Brandon Sheffield [08.21.17]
Koji Igarashi, who created and gave name to the 'Igavania' subgenre, discusses designing the perfect jump, the drawbacks of combos, proper game pricing, and why his new game will have a female lead.
Console/PC, Indie, Design, Video

Video Game Deep Cuts: Vectoring In On The Hellblade Observer  
by Gamasutra Staff [08.20.17]
This week's articles/video highlights include multiple features on Ninja Theory's Hellblade, the enduring micro-indieness of Vector Unit & the cyberpunk strangeness of Observer.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Painful PR lessons learned on the way to Guacamelee! 1
by Staff [08.18.17]
Developers, how do you best maximize your game's exposure with a limited marketing budget? Drinkbox Studios' (Guacamelee!) Chris McQuinn shares his advice and lessons learned in this GDC 2014 talk.
Indie, Business/Marketing

Early Access has changed We Happy Few -- and helped the dev quadruple in size  
by Alex Wawro [08.17.17]
"Early access didn't just help shape the overall direction and focus of the game," says Compulsion Games founder Guillaume Provost. "It shaped the very fabric and makeup of our team."
Indie, Business/Marketing

505 signs on to publish OtherSide's upcoming RPG Underworld Ascendant  
by Alex Wawro [08.17.17]
The publisher confirmed today that it intends to publish OtherSide's upcoming spiritual successor to Ultima Underworld, which is expected to ship on PC in the latter half of next year.
Indie, Business/Marketing

Video: Indie dev tips on picking projects, or, 'pro strats for pre-pre-production'  
by Staff [08.17.17]
Finji Games cofounder Adam Saltsman takes the stage at GDC 2016 to give a talk about how to decide what game you should be making before you start.
Indie, Production, Business/Marketing, Video, Vault

Slime Rancher passes 1 million sold  
by Alissa McAloon [08.17.17]
Monomi Park’s plorp-filled adventure has passed 1 million sold (or 4.5 million counting Games with Gold downloads) just weeks after leaving early access.
Console/PC, Indie, Business/Marketing

PSA: Today's the last day to pitch your GDC 2018 Main Conference talks!  
by Staff [08.17.17]
Hey devs: the call for submissions to present lectures, panels, roundtables, & posters at GDC 2018 next March closes today, Thursday, August 17 at 11:59 PM PT!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Blog: An indie perspective on the SAAM Arcade 2017  
by Gamasutra Community [08.17.17]
A little over a week ago, I showed off my very first game at the Smithsonian American Art Museum Arcade and had an absolutely incredible time. Here's what I learned from the event.

Video: Making better games through neuroscience-- and good UX  
by Staff [08.16.17]
Epic Games' Celia Hodent takes the stage at GDC 2015 to talk about how game designers can leverage neuroscience to design better games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault