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March 24, 2018
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Updates » Indie
Video: How replays helped Poly Bridge succeed via social media  
by Staff [10.24.17]
At GDC 2016 Poly Bridge developer Patrick Corrieri details the game's replay sharing feature: apowerful tool that lets any game give ownership of player-created content back to the the player.
Social/Online, Indie, Business/Marketing, Video, Vault

How Jeff Minter's Polybius brought his signature style to VR 1
by Jack Yarwood [10.24.17]
The colorful dev Jeff Minter and the Llamasoft team transposed their trademark shooter style into VR for their latest title Polybius, without sacrificing quality or giving the player motion sickness.
VR, Console/PC, Indie, Art, Design, Video

Indie Megabooth seeks submissions for next year's GDC & PAX East  
by Alex Wawro [10.23.17]
If you're an indie dev looking to getyour work in front of people, know that the Indie Megabooth folks are seeking submissions for games to appear in the (Mega)booth at GDC 2018 and PAX East 2018.
Indie, Business/Marketing

The 24-hour ticket: Examining 'daily runs' 1
by Phill Cameron [10.23.17]
We talk to the developers of Dead Cells, Caveblazers, and OlliOlli about the challenges, the appeal, and the difficulty of implementing a daily run in their games.
Console/PC, Indie, Programming, Design

Video Game Deep Cuts: Single-Player, Paperclip or Chicken-Blocking?  
by Gamasutra Staff [10.22.17]
This week's longform article/video highlights include the death - or not - of single-player AAA games, the clicker game paperclip-pocalypse, and some crazy specific fighting game terms.
VR, Console/PC, Social/Online, Indie, Programming, Art, Design, Production

Andromeda dev chalks up some of the game's problems to a lack of diversity 24
by Alex Wawro [10.20.17]
"This is what happens when, I think, you have a homogeneous leadership," veteran dev Manveer Heir (formerly of BioWare) told Waypoint. "The leadership of Mass Effect: Andromeda was all white men."
Console/PC, Indie, Serious

Video: A game dev's romp through interesting 2017 game market data 1
by Staff [10.20.17]
At GDC 2017, EEDAR co-founder and Experiment 7 creative directorGeoffrey Zatkin presents a "tour de force romp" through a smorgasbord of game industry data from 2017.
VR, Console/PC, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Developer interview: The one-man studio behind Jettomero 1
by John Harris [10.20.17]
Gamasutra did a livestream chat with the solo developer of the clumsy giant robot game Jettomero: Hero of the Universe. Here are some highlights from the conversation.
Console/PC, Indie, Art, Design, Business/Marketing, Video

Devs tell tales of what happens when you give your game to pirates 2
by Alex Wawro [10.19.17]
"As game developers we can fight piracy with DRM," a Darkwood dev told Kotaku. "Or we can accept the fact that piracy is not going away...and trust that at least some people will do the right thing."
Indie, Business/Marketing

Registration is now open for GDC 2018!  
by Staff [10.18.17]
This will be the 32stedition of GDC, the world's largest and longest-runningevent for game developers, and you can register right nowby visiting theofficial GDC 2018website!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Building a need for sleep into survival game Distrust  
by Joel Couture [10.18.17]
In the survival game Distrust, which was inspired by the 1982 film The Thing, players must stay warm and well-rested. Staying awake too long causes madness, but sleep makes a monster draw ever closer.
Console/PC, Indie, Design, Video

New website aims to provide game trailer specs for all major platforms  
by Alex Wawro [10.17.17]
The current version covers platformslike Steam, the Sony and Xbox storefronts, and Apple's App Store, as well as some useful pointers on getting the display of thoseESRB and PEGI ratings right.
Console/PC, Indie, Business/Marketing

Design Interview: Crafting Gonner's modular abilities  
by Alex Wiltshire [10.17.17]
"I thought, what if your character's head is an item that you can pick up and use for stuff? And that naturally became having different kinds of heads, and obviously, they would give you different abilities."
Console/PC, Indie, Design, Video

Video: Remastering Double Fine's Day of the Tentacle and Grim Fandango  
by Staff [10.16.17]
At GDC 2016Double Fine's Oliver Franzke and Shiny Shoe's Mark Cooke divedig into the interesting improvements and challenges they encountered while remastering bothfor PS4, PS Vita, PC, and mobile.
Console/PC, Indie, Art, Design, Production, Video, Vault

Don't Miss: The evolution of Amnesia's sanity meter 18
by Gamasutra Community [10.16.17]
"Sometimes, making something game-y just destroys the feeling that you're after." Frictional Games' Thomas Grip shares the origins and evolution of Amnesia's world-distorting sanity meter.
Console/PC, Indie, Design

Now's the time to submit talks for the GDC 2018 Tutorials!  
by Staff [10.16.17]
If you have an idea for a talkthat would be a good fit for one of themany Tutorials (from board game design day to the level design workshop)atGDC 2018, organizers want to hear it!
Console/PC, Indie, Design, Production, GDC

From Bungie to indie: Marcus Lehto's fresh start at V1  
by Alan Bradley [10.16.17]
"Moving from a huge behemoth like Bungieto being completely independent was simultaneously refreshing and absolutely terrifying."
Console/PC, Indie, Design, Production, Business/Marketing

Video Game Deep Cuts: On Color Cycling Morty & Divinity  
by Gamasutra Staff [10.15.17]
Some of this week's longform article/video highlights include the making of Rick & Morty's VR game, a classic 2D game art podcast, & discussing Divinity: Original Sin 2's success.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

How cyberpunk spook-'em-up Observer is built to elicit 'catharsis 2.0'  
by Staff [10.13.17]
Bloober Team's RafalBasaj joins us as we play a bit more of the studio's latest game, cyberpunk horror gameObserver, and learn what the studio means when it says it makes "hidden horror" games.
Indie, Design, Business/Marketing, Video

Cuphead crosses 1 million copies sold 3
by Alissa McAloon [10.13.17]
The hand-drawn action game has sold 1 million copies across both PC and Xbox One within just two weeks.
Console/PC, Indie