Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
March 20, 2018
arrowPress Releases

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

Updates » Indie
Indie publisher Raw Fury closes $600k seed funding round  
by Alissa McAloon [12.13.17]
The investment will allow Raw Fury to bring more games onto its publishing label than originally planned during 2018 and will fund the hiring of additional personnel to work with devs.
Console/PC, Indie, Business/Marketing

Opinion: How Robot House bridges divides with Rumu  
by Katherine Cross [12.13.17]
Gamasutra contributor Katherine Cross examines how Robot House's emotional robot vacuum adventure game Rumu gets at the true nature of love.
Indie, Design

Come to GDC 2018 for a behind-the-scenes look at the making of Hellblade  
by Staff [12.13.17]
At GDC 2018, Ninja Theory cofounder Tameem Antoniades and commercial director Dominic Matthews will discuss the approach taken by a small team of 20 to deliver a high-quality game.
Indie, Design

Bury Me, My Love and the emotional rollercoaster of making a video game 2
by Gamasutra Community [12.12.17]
Bury Me, My Love creative director Florent Maurin walks through every step of the dev team's very intense 18 months building the striking game about a Syrian migrant's journey to Europe.
Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

Video: The making of Little Inferno  
by Emma Kidwell [12.11.17]
In this 2014 GDC session, Tomorrow Corporation's Kyle Gray discusses the development process of Little Inferno.
Indie, Design, Production, Video, Vault

You Must be 18 or Older to Enter cut from Steam over pornography concerns 3
by Alissa McAloon [12.11.17]
Valve quietly pulled SeeminglyPointless' offbeat horror game from the Steam Store, later telling the developer that it had been classified as porn.
Console/PC, Indie

Best of 2017: How to design decisions that feel intimately difficult 17
by Gamasutra Community [12.11.17]
Kuba Stokalski, lead designer at 11 bit Studios, explores the conflict at the heart of many choices in This War of Mine - and examines how it can be used in other contexts.
Indie, Design

Video Game Deep Cuts: A Far Cry From Wizard-Sniffing  
by Gamasutra Staff [12.11.17]
This week's top game articles/videos include the story behind Far Cry 5, a wizard-sniffing text adventure, the hillbillies of Grand Theft Auto Online, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Environmental artist Jane Ng only made 23 unique trees for Firewatch 1
by Emma Kidwell [12.08.17]
Jane Ng is lead artist at Campo Santo and presented at the NYU Game Center lecture series about the environmental art of Firewatch, discussing how she only created 23 unique trees for the entire game.
Indie, Art, Design

Finding the right beats in Cosmo D's surreal The Norwood Suite 1
by Joel Couture [12.08.17]
Game designer and musician Greg Heffernan walks Gamasutra through the process of blending inspirations as diverse as jazz and immersive sims to build his first-person thriller The Norwood Suite.
Console/PC, Indie, Design

Designing a domestic hunter-killer thriller the Hello Neighbor way
by Brock Wilbur [12.08.17]
Dynamic Pixels lead designer Nikita Kolesnikov tells Gamasutra a tale of how the small mobile studio scaled up to build a stealth horror game with a terrifying AI -- and what went awry along the way.
Indie, Design

Line Wobbler dev creates a playable Christmas tree in London 1
by Emma Kidwell [12.07.17]
Game designer Rob Baumgarten created The Games Tree, a playable Christmas tree installation on display in London funded through a partnership with Games London and Network Rail.
Indie, Design

Don't Miss: Creating an adaptive narrative in Reigns 7
by François Alliot [12.07.17]
"As soon as we weighted the decisions of the player with consequences on the 4 dimensions of power, we gave a lot of meaning to very simple swiping gestures," says François Alliot, creator of Reigns
Smartphone/Tablet, Indie, Programming

Video: Skullgirls animator Mariel Cartwright presents a live animation demo  
by Emma Kidwell [12.06.17]
Lead Animator at Lab Zero Mariel Cartwright presents a live 2D animation demo at GDC 2015 demonstrating how the fighting game Skullgirls was animated.
Indie, Art, Video, Vault

Blog: Pain, difficulty, and Getting Over It 3
by Emma Kidwell [12.06.17]
Indie game developer Lars Doucet examines the design philosophy behind Bennett Foddy's latest release, Getting Over It.
Console/PC, Indie, Design

Postmortem: Mimimi's Shadow Tactics: Blades of the Shogun 7
by Dominik Abé & Johannes Roth [12.06.17]
The team at Mimimi Productions share the lessons they learned while making Shadow Tactics: Blades of the Shogun, the real-time tactical stealth game they first released a year ago today.
Console/PC, Indie, Art, Design, Production, Business/Marketing, Video

These are your juries for the IGF 2018 Design, Audio, and Student awards!  
by Staff [12.04.17]
A diverse array of lauded developers and industry professionals make up the juries of the GDC 2018 Independent Games Festival, who will decide the finalists for next year's awards.
Indie, Audio, Design, IGF

Blog: Camera logic in a 2D platformer 5
by Jochen Heizmann [12.04.17]
Getting the camera right in a 2D platformer is not as easy as it might seem. In our game Tiny Thor we have experimented with various options and I want to describe which techniques we ended up using.
Console/PC, Indie, Art, Design

Video Game Deep Cuts: Dream Of A Million Onions  
by Gamasutra Staff [12.03.17]
This week's best articles and visuals around games include a podcast about Dream Daddies, a wonderful video profile of Million Onion Hotel creator Yoshiro Kimura, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Dream Daddy co-creator opens up about the challenges of creating in public  
by Staff [12.01.17]
"For a while a lot of people would yell at me on the Internet," said Dream Daddy co-creator Leighton Gray. "Not internalizing all of that is really difficult."