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June 22, 2018
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  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
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Updates » Indie
Check out Celeste's remarkably granular 'Assist' options 1
by Emma Kidwell [01.25.18]
Celeste is a 2D platformer released earlier today that features an "assist mode" designed for players who might find the game inaccessible due to its difficulty.
Indie, Design

PSA: GDC 2018 attendees, book your travel and accommodations!  
by Staff [01.25.18]
If you're planning on attending GDC 2018 in March, book your travel and accommodations sooner rather than later -- you can access discounted rates via the GDC Travel hub!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Don't Miss: Breaking down the scenography of Kentucky Route Zero  
by Staff [01.25.18]
Kentucky Route Zero developer Tamas Kemenczy breaks down the game's artistic inspiration.
Indie, Art

Art Design Deep Dive: Using a 3D pipeline for 2D animation in Dead Cells 3
by Thomas Vasseur [01.25.18]
"To make up for the lack of bandwidth and still deliver on quality, we had to find a pipeline that could give us great looking pixel art, without having to hand draw each and every retake," writes Dead Cells artist Thomas Vasseur.
Console/PC, Indie, Art, Production, Video, Deep Dive

GDC State of the Industry: Dev interest in Nintendo Switch up, VR interest down 2
by Staff [01.24.18]
The 2018 Game Developers Conference survey of nearly 4,000 devs brings many findings, most notably that devs are embracing the Nintendo Switch -- and "loot box" monetization methods.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC

7 influential immersive sims that all devs should play 4
by Richard Moss [01.24.18]
Gamasutra checks in with some devs from around the industry to highlight some key games in the genre that all developers should study, in an effort to understand the strengths of the immersive sim.
Console/PC, Indie, Art, Audio, Design

Don't Miss: Designing Downwell around one key mechanic  
by Staff [01.23.18]
Downwell creator Ojiro Fumito explains how he designed a fun, engaging game around one key mechanic: what if you jumped down a well with guns strapped to your boots?
Console/PC, Indie, Design

GDC 2018 Animation Bootcamp welcomes talks on Shadow of War, Horizon, and more!  
by Staff [01.23.18]
At GDC 2018 the Animation Bootcamp kicks off on Monday with a series of great talks aimed at exploring new frontiers in game animation, touching on everything from Shadow of War to Horizon Zero Dawn!
Console/PC, Indie, Programming, Art, GDC

Blog: Building a better Steam competitor 16
by Gamasutra Community [01.23.18]
"You've done all the minimum things you need to do to Not Fail Immediately," writes experienced dev Lars Doucet. "You are now worthy of the secret. Here's what you really need to compete with Steam."
Console/PC, Indie, Business/Marketing

Video: How Slime Rancher devs used constraints to aid in design  
by Emma Kidwell [01.22.18]
In this 2017 GDC postmortem, Monomi Park's Nick Popovich discusses the development history of Slime Rancher and how it was managed during its first year of early access.
Indie, Design, Video

Gamasutra Asks: What to make of Nintendo Labo? 1
by Alex Wawro [01.22.18]
Real talk: What's Nintendo trying to achieve by releasing DIY cardboard accessories for the Switch? How might it shape the course of game dev? What does this mean for Switch devs outside Nintendo?
Console/PC, Indie, Design, Business/Marketing, Video

Video Game Deep Cuts: Labo On A Police Quest? 1
by Gamasutra Staff [01.21.18]
This week's Video Game Deep Cuts includes what certain editors think of Nintendo's Labo accessory for the Switch, a masterful look at the making of Sierra's incendiary Police Quest IV, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Inside the 4-year development of Stardew Valley 49
by Chris Baker [01.19.18]
In this classic feature, dev Eric Barone reflects on his 4 years of 70-hour weeks to make Stardew Valley. "You should be free to work yourself to the bone, but not to force someone else to do that."
Indie, Programming, Art, Design, Production

Blog: A data-driven look at the rising cost of game dev 20
by Gamasutra Community [01.19.18]
"[Looking] at costs & costs per byte for the window of 1985 to 2005," writes Raph Koster. "Game size went up by 122 times, costs rose by 22x, & therefore we got 6x more efficient at creating content."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

New Oculus Start program aims to provide support for new VR devs  
by Emma Kidwell [01.18.18]
Oculus announced today the launch of Oculus Start, a developer program aimed at providing funding, access to hardware/software, and support to help jumpstart qualifying devs who are new to VR.
Indie, Design

Don't Miss: A look at the tabletop RPG that inspired Darkest Dungeon  
by Staff [01.18.18]
Like Darkest Dungeon, Torchbearer is a love-letter to the 1st Edition D&D dungeon crawl. But each goes a step further in emphasizing scarcity, and the grittier aspects of dungeon-delving.
Indie, Design

How Shooty Skies dev Mighty Games aims to do serious games right 1
by Katherine Cross [01.18.18]
Contributor Katherine Cross chats with the team at Australian indie Mighty Games about their new serious games branch, Mighty Serious, and the ethics of making F2P games about real-world issues.
Smartphone/Tablet, Indie, Serious, Design, Business/Marketing

Learn to build better, more accessible games for PC and VR at GDC 2018  
by Staff [01.18.18]
Funomena chief Robin Hunicke will take the stage at GDC 2018 to share tips on making games for both PC and VR, based on Funomena's own experience shipping Luna on both VR and non-VR platforms,
VR, Console/PC, Indie, Design, GDC

Video: Behind the minimalistic visual design of Mini Metro  
by Emma Kidwell [01.17.18]
In this 2017 GDC session, Mini Metro developer Jamie Churchman examines how visual design and user interface decisions play a role in creating a gratifying experience for the player in Mini Metro.
Indie, Video

How audio and visual effects sell combat in The Signal From Tölva  
by Emma Kidwell [01.17.18]
Founder of studio Big Robot Jim Rossignol discusses how bright visual effects and sci-fi sound clips contributed to enhancing how it feels to shoot guns in The Signal From Tölva.
Indie, Design