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July 16, 2018
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  • Editor-In-Chief:
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    Alissa McAloon
    Emma Kidwell
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    Katherine Cross
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Updates » Indie
EA's Patrick Soderlund talks Anthem, loot boxes, and women in Battlefield  
by Kris Graft [06.13.18]
Electronic Arts' Patrick Söderlund explains the broad creative strategies at EA, giving us a rare birds-eye view of the motivations that drive EA as a game publisher.
Console/PC, Indie, Business/Marketing, E3

Game Design Deep Dive: Making VR movement feel like a superpower in Gunheart 1
by Brian Murphy [06.11.18]
Drifter Entertainment creative director Brian Murphy walks us through how the studio successfully made movement in its co-op VR shooter Gunheart feel good by treating it like a superpower.
VR, Indie, Design

Video Game Deep Cuts: Diggin' In Bethesda's Carts  
by Gamasutra Staff [06.10.18]
This week's highlights include a retrospective of the Diggin' In The Carts game music album, a unique video on the history of Bethesda, and many more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Tackling real-world problems through game design in Life is Strange  
by Staff [06.08.18]
When is it appropriate to tackle real-world issues in games? How can game designers do so effectively, and respectfully?
Console/PC, Social/Online, Indie, Design

Creating a sense of magical realism through in-game lighting
by Jack Yarwood [06.08.18]
"You never want to just place a light somewhere [randomly]," says Lake Ridden art director Erik Nilsson. "You want to [say] 'What can we do to make this area interesting with this light?'"
Indie, Art

Building Pillars of Eternity II without losing that Infinity Engine charm  
by Carli Velocci [06.07.18]
Obsidian's Josh Sawyer chats with Gamasutra about how the studio tried to update and refine its new seafaring Pillars of Eternity game without sacrificing what's special about party-based RPGs.
Console/PC, Indie, Design

As The Binding of Isaac winds down, Edmund McMillen looks back on how it all began  
by Alissa McAloon [06.06.18]
The Binding of Isaac creator Edmund McMillen reflects on seven years of The Binding of Isaac and how the game became an early indie darling.
Console/PC, Indie

How an ex-DreamWorks animator imbued Ghost of a Tale with character  
by Joel Couture [06.06.18]
“A lot of it is based on having worked on movies for many years," says DreamWorks animator turned game developer Lionel Gallat of the art and world design of his debut game, ​Ghost of a Tale
Indie, Design

How a whip came to define City of Brass' combat  
by Alex Wiltshire [06.05.18]
Uppercut Games' Ed Orman opens up about how the studio's Arabian Nights-inspired roguelike City of Brass was designed around the BioShock-esque "one-two punch" of a whip and a scimitar.
Console/PC, Indie, Design

[email protected] chief shares tips on what makes a good Achievement  
by Alex Wawro [06.04.18]
"Brutal achievements [beat entire game without taking a hit] are going to be fun for an extremely small part of your user base," writes [email protected]'s Chris Charla. "Are you sure you want to do them?"
Console/PC, Indie, Design

Video: A postmortem look at Rocket League's language ban system  
by Staff [06.04.18]
Psyonix's Devin Connors delivers a great GDC 2018 Community Management Summit talk on the design and implementation of the language ban system in the studio's hit car soccer game Rocket League.
Console/PC, Social/Online, Indie, Design, Video, Vault

Video Game Deep Cuts: The Dog In The Darkness  
by Gamasutra Staff [06.03.18]
This week's highlights include a very special mocap video game dog, the making of the creepy The Church In The Darkness, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Ex-Microsoft exec J Allard speaks to the game industry's inherent burnout problem  
by Alex Wawro [06.01.18]
"Staff will often sacrifice much more than should be required of them," ex-Xbox exec J Allard told Gamasutra. "If the work/life balance isn’t healthy, they will naturally grow to resent the dynamic."
Console/PC, Indie, Serious

Bury Me, My Love and MyoBeatz among 2018 Games for Change Awards nominees  
by Alissa McAloon [05.31.18]
What Remains of Edith Finch, Please Knock on My Door, Life is Strange: Before The Storm, and Tacoma all vie for one of the four major awards at this year’s show.
Console/PC, Indie

Game Outcomes Project seeks crowdfunding for another study of how devs work 1
by Alex Wawro [05.30.18]
The folks behind the landmark Game Outcomes Project (a survey of how game devs work) are hoping to do something similar on a bigger scale, and they've launched a GoFundMe to help cover the costs.
Console/PC, Indie, Business/Marketing

Interactive Gaming Ventures and Epic Games team up to fund UE4 indies  
by Alissa McAloon [05.30.18]
The two companies are looking to invest in two to three developers a year, noting that they are seeking indie projects that use Epic’s Unreal Engine 4.
Console/PC, Indie, Business/Marketing

Blog: A postmortem of the low-budget multiplatform adventure game Demetrios 9
by Gamasutra Community [05.30.18]
The one-man dev team behind Demetrios offers a look at how he created a multiplatform adventure game on a minuscule budget and examines how the game has performed two years since release.
Indie, Programming, Design, Production, Business/Marketing

Blog: Interface game design  
by Gamasutra Community [05.30.18]
Game dev Tatiana Vilela dos Santos gets down to the nitty-gritty of designing human-machine interfaces in video games.
Indie, Design

How porting our game to Vita improved performance everywhere else 17
by Lars Doucet [05.30.18]
Game dev Lars Doucet writes about how porting Defender's Quest: Valley of the Forgotten DX to the PlayStation Vita required lots of optimizations that helped improve the game across all platforms.
Console/PC, Indie, Production

Video: Unproven game AI techniques that might just work  
by Staff [05.29.18]
At GDC 2016 a cabal of game AI devs proposed pie-in-the-sky ideas that they've been unable to try, may never be able to try, and which may or may not even be feasible.
Console/PC, Indie, Programming, Video, Vault