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December 15, 2018
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Updates » Indie
Outpost's SOS shifts focus away from survival, includes battle royale mode  
by Emma Kidwell [05.07.18]
Outpost Games SOS shifts development focus and adds a battle royale mode.
Indie, Design

Steam reviews study suggests 'bad design,' not bugs, irks players most 7
by Emma Kidwell [05.07.18]
A recent study published by the Empirical Software Engineering journal examines negative and positive reviews for over 6,224 games left on the Steam platform
Console/PC, Indie, Business/Marketing

Sponsored Content
Sponsored: Why Montreal data centers are the best choice for video games  
by ROOT Data Center [05.07.18]
Fast speeds, low costs, and lots of flexibility: These are the reasons to consider Montreal data centers for your next-generation video games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Sponsored Article

Making every procedurally-generated playthrough feel unique in Swords of Ditto  
by Jack Yarwood [05.07.18]
"We were just making a procedurally-generated game,” says Swords of Ditto dev Sam Robinson. "There was no consequence to failure and we felt that if we added that...players feel a lot more attached."
Indie, Design, Video

Video Game Deep Cuts: Flash The Artifact, Get The Saga  
by Gamasutra Staff [05.06.18]
This week's highlights include an attempt to archive key Flash games, a deeper look at Valve's upcoming Artifact, and a super-deep oral history of Panzer Dragoon Saga, among others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

How the Surviving Mars devs built a city-builder on a barren planet 2
by Joel Couture [05.04.18]
Lead designer Boian Spasov chats about how Haemimont Games' Surviving Mars breaks with the city-builder genre in key ways to make players feel scared and uncertain while colonizing a barren world.
Indie, Design

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 15
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