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January 16, 2018
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Updates » Indie
Creating the 30 different control schemes of Edith Finch 1
by Alex Wiltshire [07.12.17]
How the indie game company Giant Sparrow created 30 richly varied control schemes for What Remains of Edith Finch using only the analog sticks and one trigger button.
Console/PC, Indie, Design, Video

Video: Crafting the sound of No Man's Sky  
by Staff [07.11.17]
At GDC 2017, sound designer Paul Weir breaks down how the game makes use of innovative audio tech, including a vocal modeling synthesizer plugin and a custom-built generative music system.
Indie, Audio, Video, Vault

Tired of coding jumping from scratch, dev debuts new 2D Unity game engine Exclusive 1
by Alex Wawro [07.11.17]
"In my career, I’ve probably coded 'jumping' several dozen times," indie dev and RexEngine creator Muir Freeland tells Gamasutra. "I wanted to do that one last time, and be done with it."
Indie, Production, Exclusive, Video

Minecraft: Education Edition heads up 2017 Games for Change finalists  
by Alissa McAloon [07.11.17]
Games for Change has announced the finalists in the running for awards at its 14th annual Games for Change Festival.
Console/PC, Indie

Former Qube 2 devs partner to create new studio, Advect Productions  
by Alissa McAloon [07.10.17]
Two of the developers behind Qube 2 have come together to create Advect Productions, a hybrid studio focused both on developing narrative-driven games and supporting other indie game makers.
Indie, Production

Netflix for indie games: How Jump aims to help devs beat discoverability issues 15
by Alex Wawro [07.10.17]
Game industry vets Anthony Palma and Cade Peterson chat with Gamasutra about Jump, their new indie game subscription service that aims to give passed-over games their time in the sun.
Social/Online, Indie, Business/Marketing

Video Game Deep Cuts: A Failure To NBA Jam  
by Gamasutra Staff [07.09.17]
This week's longform game article/video highlights include GDC's Indie Summit Failure Workshop, an oral history of NBA Jam, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Video: Art directing the procedurally-generated dystopia of We Happy Few  
by Staff [07.07.17]
Compulsion Games' Whitney Clayton speaks at GDC 2017 about research, world building, and production challenges on We Happy Few, a game set in a procedurally-generated '60 dystopian drug paradise.
Indie, Art, Production, Video, Vault

Designing each of the 50 weapons in Dead Cells to feel distinctive  
by Joel Couture [07.07.17]
"The basic sword is pretty boring – you just hack and slash. But then, the next iteration of that sword might be, if you’ve got less than fifty percent health, then it does critical hits at all times."
Console/PC, Indie, Design, Video

How Yager Development moved from premium to F2P for Dreadnought 2
by Alan Bradley [07.07.17]
The studio that brought us premium triple-A games like Spec Ops: The Line explains how they adapted to the different requirements and demands of free-to-play for their combat flight simulator Dreadnought.
Console/PC, Indie, Business/Marketing, Video

Watch and learn: What these game devs learned from failure  
by Alissa McAloon [07.05.17]
Game developers Adriaan de Jongh, Michael Molinari and Tim Rogers run through the mistakes made and lessons learned from creating games that would eventually flop in some way.
Console/PC, Indie, Design, Production, Business/Marketing, Video

Don't Miss: How speedrunners are unlocking the secret lore of Owlboy  
by Staff [07.05.17]
Owlboy's creators say there's enough cut content hidden in the game's code to fill an entire sequel, and speedrunners are searching for ways to use that to their advantage.
Console/PC, Indie

Composer and director of Rakuen on crafting an evocative soundtrack 1
by Joel Couture [07.05.17]
"Being both the composer and game developer helped a lot. Music wasn't an afterthought; I was able to take it into account from the very beginning of development.”
Console/PC, Indie, Art, Audio, Design, Video

Turning da Vinci's inventions into puzzles in House of Da Vinci
by Jennifer Allen [07.04.17]
How Blue Brain Games is building game mechanics around da Vinci's most iconcic inventions. "We wanted the puzzles to be connected and for the player to work his way systematically through the house."
Smartphone/Tablet, Indie, Design, Video

Devs respond to the recently completed 1000 Game Makers Thread  
by Joel Couture [07.03.17]
Steve Cooke just wrapped up his 1000 Game Makers Thread project, linking to the work of a thousand indie devs that caught his fancy. We got reactions from over 40 creators whose work was singled out.
Indie, Business/Marketing

Video Game Deep Cuts: Billy Mitchell's Cuphead Thumper  
by Gamasutra Staff [07.02.17]
This week's longform article/video highlights include the complex history of Cuphead, Billy Mitchell ten years on from King Of Kong, and behind the scenes on the making of Thumper.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Dev builds a classic text adventure out of Wikipedia entries  
by Alex Wawro [06.30.17]
Freelance game dev Kevan Davis has published Wikipedia: The Text Adventure, a browser-based game that pulls assets directly from Wikipedia and presents them to the player in the guise of vintage IF.
Indie, Design

Case study: When 2 indie devs come up with very similar concepts 1
by Holly Green [06.30.17]
It's every dev's nightmare scenario: What if another studio is working on the same concept I am? We examine a (near-miss) example of how different teams can come up with very similar ideas.
Console/PC, Indie, Design, Production

Fine-tuning the AI in Rupeck's proc-gen platformer Caveblazers  
by Jack Yarwood [06.30.17]
Caveblazers mixes up the procgen platformer style of games like Spelunky by adding intelligent AI behaviors to enemies, and to NPCs that can become potential allies.
Console/PC, Indie, Programming, Design, Video

The unique development constraints of Cuphead's painstakingly hand-drawn art  
by Alissa McAloon [06.29.17]
How StudioMDHR created Cuphead's hand-drawn animation, and how that art style ultimately impacted the rest of the game's development.
Console/PC, Indie, Art, Design