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January 19, 2018
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Updates » Indie
Video: Jesse Schell's guide to great game studio management 1
by Staff [08.10.17]
Schell Games chief Jesse Schell takes to the stage at GDC 2015 to deliver a frank breakdown of what's involved with being a great manager in games, sharing six actionable bits of advice in the process.
Console/PC, Indie, Production, Business/Marketing, Video, Vault

Submit your great Production & Team Management talks for GDC 2018!  
by Staff [08.10.17]
The GDC 2018 Production & Team Management track is looking for talks, especially from experienced producers who have shipped games and seek to share their best techniques or experiences!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production, GDC

Five key areas of discoverability for indie devs 3
by Haley Uyrus [08.10.17]
Indie marketing isn't just PR and social media. Hayley Uyrus goes through some of the ways you can improve people's exposure to your game.
Indie, Business/Marketing

Video: How continuous world generation works in No Man's Sky  
by Staff [08.09.17]
at GDC 2017 Hello Games' Innes McKendrick explains how the game works, focusing on techniques used to generate planets and the supporting structures allowing this to happen continuously in real-time.
Indie, Programming, Production, Video, Vault

GDC 2018 seeks your submissions for great Audio talks! 1
by Staff [08.09.17]
If you have a talk that would fit perfectly in the Audio track at Game Developers Conference 2018, organizers want to hear it -- and they're accepting submissions through Thursday, August 17th!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Audio, GDC

Designing the deceptively simple stick figure RPG West of Loathing  
by Joel Couture [08.09.17]
Asymmetric Publications' new wacky Wild West RPG posed a dilemma: How to stay true to the spirit of their beloved browser-based MMO Kingdom of Loathing while amping up the ambition, art, and animation.
Console/PC, Indie, Design, Video

Now's the time to pitch your best Programming talks for GDC 2018  
by Staff [08.08.17]
Hey devs! GDC officials seek great submissions of interesting, cutting-edge Programming talks for the GDC 2018 Main Conference, from now through August 17th!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, GDC

Designing Dream Daddy's character creator to deepen engagement 2
by Joel Couture [08.08.17]
“It was really important to us throughout the entirety of development of this game that we made something that felt inclusive to as many people as possible.”
Console/PC, Indie, Design, Video

'We had no idea that people would like this game': Justin Ma reflects on FTL  
by Alex Wawro [08.07.17]
'It was just something that we ourselves wanted to play,' the FTL co-creator said. 'Which I think is a great reason for its success, but also the cause of a lot of the bad elements of design.'
Indie, Design, Video

Devs reflect on 8 years spent making an episodic game meant to take 12 months 1
by Alex Wawro [08.07.17]
"Who cares how long things take?" The Dream Machine co-dev Anders Gustafsson says to Waypoint, reflecting on the game's origins. "Let's just get this party started and solve all problems as we go!"
Indie, Production

Video: The rise and fall of Flash games -- A postmortem 1
by Staff [08.07.17]
With Flash on the way out, Kongregate's John Cooney takes the stage at GDC 2017 to deliver a postmortem of Flash games and the Flash game dev community in general.
Social/Online, Indie, Design, Business/Marketing, Video, Vault

Over 200 games launched on Steam in the first week of August alone 4
by Alissa McAloon [08.07.17]
Data gathered by Ico Partners’ Thomas Bidaux suggests that weekly releases have seen a hefty boost in the weeks following the launch of Steam Direct.
Console/PC, Indie, Business/Marketing

Devs, submit your best pitches for a GDC 2018 Visual Arts talk!  
by Staff [08.07.17]
Artists, take note: GDC officials seek great submissions of intriguing, cutting-edge Visual Arts talks for the GDC 2018 Main Conference, from now through August 17th.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Art, GDC

Video Game Deep Cuts: The Twin-Stick Tacoma Pyre  
by Gamasutra Staff [08.06.17]
This week's longform article/video highlights include the making of Fullbright's Tacoma and Supergiant's Pyre, as well as a guide to the essential twin-stick shooters & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

How the Hollow Knight devs mapped out their 'Metroidvania'  
by Alex Wawro [08.04.17]
Hollow Knight developers Ari Gibson and William Pellen recently talked through the process of building Hollow Knight's map with PCGamer, replete with a progression of sketches.
Indie, Design

Is it worth it to make DLC? Indies share their DLC attach rates 3
by Alex Wawro [08.04.17]
Longtime developer Ryan Clark talks DLC attach rate numbers in a recent episode of his "Shark Tank" livestream series, drawing out other devs from SomaSim and Red Hook Studios to talk DLC sales.
Indie, Business/Marketing, Video

Building replayability into the macabre gameplay of Kindergarten  
by Jack Yarwood [08.04.17]
“I had the worst school experience. I hated every minute of it," says designer Connor Boyle. "I guess I took some of my dark, abrasive cynicism and channeled that into the game.”
Console/PC, Indie, Design, Video

Book Excerpt: Heartache and Compassion in Undertale  
by Joel Couture [08.03.17]
Gamasutra contributor Joel Couture's eBook, Fallen Down: Heartache and Compassion in Undertale, is part of the August Video Game Storybundle. This excerpt explores the game's character design.
Console/PC, Indie, Design

Tencent invests in HyperBrawl Tournament dev Milky Tea  
by Alissa McAloon [08.02.17]
The Liverpool-based studio says the undisclosed sum will help fuel both its current and future development projects.
Indie, Business/Marketing

Revamping Tacoma to be more than 'Gone Home on a space station' 5
by Alex Wawro [08.02.17]
"Gone Home on a space station is not...that's not necessarily bad, but it's not what we're trying to do," Fullbright's Steve Gaynor tells Gamasutra in a recent chat about Tacoma's delay and revamp.
Indie, Design