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January 16, 2018
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Updates » Indie
For indie devs, the Vita's niche audience is what makes it a viable platform  
by Alissa McAloon [06.29.17]
Glixel spoke with a number of developers and publishers that still bring games to Sony's neglected handheld, seeking to explore how the Vita has become a haven for indie games.
Console/PC, Indie

Mixing 'bullet hell' shmup with roguelike in Team D-13's Monolith  
by Joel Couture [06.29.17]
"Monolith contains thousands of room layouts, of which you will see about 100 or so in a given run," says Taylor Miller, lead programmer for the game.
Console/PC, Indie, Design, Video

Rust dev shares Steam refund data: ~330k copies, $4M+ revenue refunded 2
by Alex Wawro [06.28.17]
“I think in the long run, people knowing the refund system is there probably gained us more sales than it lost us,” Facepunch's Garry Newman tells PCGamesN after sharing refund data on Rust.
Indie, Business/Marketing

Video: 7 years in alpha -- A Thumper postmortem  
by Staff [06.28.17]
At GDC 2017, Thumper dev Marc Flury shows how he & fellow dev Brian Gibson shipped the game themselves thanks to strong art direction, constant experimentation, and commitment to simplicity.
Indie, Programming, Design, Production, Video, Vault

40 indie games to be featured in Smithsonian American Art Museum event  
by Alissa McAloon [06.28.17]
The Smithsonian American Art Museum’s third annual SAAM Arcade will showcase forty games from the worldwide game development community.

Devs share tips on using Discord to build a pre-release community  
by Rich Moss [06.28.17]
Boss Key Productions and Pocketwatch Games have both used to Discord to build vibrant pre-release communities. They share tips and advice on how they get the most out of the chat service.
Console/PC, Indie, Business/Marketing

Game Design Deep Dive: Visualizing Cryptark's 2D sci-fi world
by Jesse McGibney [06.27.17]
"Rather than looking back at the past with retro pixel-art styles, I want to apply modern techniques and technology and see what new visuals can be made." - Jesse McGibney, Creative Director at Alientrap
Console/PC, Indie, Art, Design, Video, Deep Dive

Mario + Rabbids, Wolfenstein II among 2017 E3 Game Critics Awards noms  
by Alex Wawro [06.26.17]
This year Ubisoft's Mario + Rabbids Battle Kingdom, Monolith's Middle-earth: Shadow of War, and MachineGames' Wolfenstein II: The New Colossus came out on top, with four award nominations each.
Console/PC, Indie, Business/Marketing, E3

Video: How procedural level design works in Eldritch  
by Staff [06.26.17]
Eldritch creator David Pittman speaks at GDC 2017 about procedural generation in games, how you make good use of it in terms of level design, and when you should (or shouldn't) use it at all.
Indie, Programming, Design, Video, Vault

Experiencing a protagonist's personal hell in The Town of Light  
by Katherine Cross [06.26.17]
This harrowing game, set it a real mental hospital that was closed in the 1970s, turns your stomach not with blood or gore but with a deep understanding of its protagonist's personal hell.
Console/PC, Indie, Art, Design, Video

Video Game Deep Cuts: You Don't Know Jack Bandicoot  
by Gamasutra Staff [06.25.17]
This week's longform article/video highlights include a history of the You Don't Know Jack developers, two pieces about Crash Bandicoot - both original and remaster - and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

What it's like to follow your hit indie game (2M+ sold!) with a 6K sales 'bomb' 16
by Alex Wawro [06.23.17]
In a new YouTube video, Introversion devs Mark Morris and Chris DeLay speak very frankly about being surprised to find Scanner Sombre has sold roughly 6,000 copies in the two months since launch.
Indie, Business/Marketing, Video

With Sony's indie support in question, developers at E3 weigh in 2
by Mathew Kumar [06.23.17]
"The bottom line is they need to do what’s best for their business. And unfortunately maybe doing indies is not that right now. And that’s unfortunate, but there’s not much we can do."
Console/PC, Indie, Business/Marketing, E3

Indie game artists can soon seek funding and support from The Liberty Foundation  
by Alex Wawro [06.21.17]
Designer and organizer Andy McMillan has launched a new venture that may be of special interest to some devs: The Liberty Foundation, an organization that seeks to fund and support indie artists.
Indie, Art

Video: A lawyer's guide to practical contract law for indie devs  
by Staff [06.21.17]
Games lawyer Chris Reid takes the stage at GDC 2017 to deliver a practical talk on contract law, breaking down everything indies should know about 5 common contracts in the game industry.
Indie, Business/Marketing, Video, Vault

How Housemarque designed the vibrant bullet hell-scape of Nex Machina  
by Alissa McAloon [06.21.17]
Senior level designer Henri Mustonen explores how design decisions made for Nex Machina ultimately encourage players to explore and learn.
Console/PC, Indie, Design

Don't Miss: The story of Cave Story, as told by its creator  
by Staff [06.21.17]
Cave Story creator Daisuke 'Pixel' Amaya shares his game development philosophy and shows the beta version of Cave Story during a postmortem presentation on the game at GDC 2011.
Console/PC, Indie

Environment art isn't about 'making pretty things', what's it about? 7
by Jason Hickey [06.21.17]
Jason Hickey, lead environment artist on Insomniac Games' upcoming Spider-Man offers practical tips about what it takes to be a great environment artist -- and no, it's not all about making pretty things.
Console/PC, Indie, Art, Production

A Way Out director opens up about investing himself in the game  
by Alex Wawro [06.20.17]
"Look at me, I don't have scripts and nobody tells me what to say," A Way Out director Josef Fares told Engadget during E3. "I say what I want to say. Passion is what drives this."
Indie, Business/Marketing

Video: Smashing stereotypes to write better, richer games 6
by Staff [06.20.17]
At GDC 2017 game dev Shawn Alexander Allen lays out concrete examples of how games are often filled with homogeneous characters -- and howÊdevs can craft better games by breaking out of that mold.
Console/PC, Indie, Design, Video, Vault