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January 17, 2021
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Updates » Indie
Blog: Estimating platform revenues - a discovery conundrum!  
by Simon Carless [10.06.20]
How do developers and publishers try to predict their revenue per platform? A look at The Gardens Between's results, and some hints as to possibilities - plus lots more game discovery news.
Console/PC, Indie, Design, Production, Business/Marketing

Don't Miss: Building a solid foundation for your toolset - Where Cards Fall's 'Master Tool'  
by Staff [10.05.20]
Joel Clark, tech lead and gameplay designer at The Game Band, offers an in-depth look at the "Master Tool" -- the toolset used to create the highly-acclaimed Apple Arcade game Where Cards Fall.
Console/PC, Indie, Production

RNG and player agency: Solving random number generation abuse in roguelikes 10
by Alex Pine [10.05.20]
Roguelikes have a strange relationship with RNG that may lead to frustration or RNG abuse. This article examines the various ways and methods you can design RNG in roguelikes to provide the best player experience and reduce RNG abuse.
Indie, Design

Blog: Switch & Steam discount strategies? Here's some good ones  
by Simon Carless [10.02.20]
Let's look at some interesting discount and sale strategies for console and PC games - including Switch eShop discounts and Steam sales.
Console/PC, Indie, Design, Production, Business/Marketing

Has Xbox changed discoverability with its new store?  
by Simon Carless [10.01.20]
What's the new Xbox store for Xbox One - which will also roll out for Xbox Series - like? (This is a big one for the future of how people buy games on Xbox consoles.)
Console/PC, Indie, Design, Production, Business/Marketing

Don't Miss: The real story of Torchlight's music 3
by Staff [09.29.20]
In this thoughtful, detailed interview, Matt Uelmen, composer for Runic Games' Torchlight discusses the tactics he took in creating the music for the game, and his experiences on Diablo and WoW at Blizzard.
Console/PC, Indie, Audio

Does your game have 'staying power'? 1
by Simon Carless [09.29.20]
This game discovery round up looks at what happens if you have a slow start, but your game is great. Can we all hold out hope and push for that Wandersong-style long tail?
Console/PC, Indie, Design, Production, Business/Marketing

Blog: Amazon's Luna, what's on the Steam front page, and more on discoverability  
by Simon Carless [09.28.20]
All kinds of the latest game discoverability/platform news - from Amazon Luna analysis to front-page Steam explanations and more.
Console/PC, Indie, Design, Production, Business/Marketing

How to get nearly 250k Steam wishlists, The Riftbreaker way 1
by Simon Carless [09.25.20]
Talking to Pawel Lekki of EXOR Studios, we explored his upcoming game The Riftbreaker, which has amassed nearly 250,000 wishlists on Steam to date pre-release. How did he do it?
Social/Online, Indie, Design, Production, Business/Marketing

50 standout indie games nominated in this year's IndieCade Awards  
by Alissa McAloon [09.24.20]
The folks at IndieCade have announced the finalists for this year’s IndieCade awards, ultimately selecting 50 of the games submitted to the now-digital event for consideration in this year’s awards show.
Indie

Data-driven indie secrets with No More Robots' Mike Rose - GDC Podcast ep 13  
by Kris Graft [09.24.20]
Mike Rose, founder of Descenders and Hypnospace Outlaw publisher No More Robots talks about his approach to data-driven indie marketing and publishing, and what he looks for when signing new games.
Console/PC, Indie, Business/Marketing, Podcast, GDC

Frictional Games' Amnesia: The Dark Descent, A Machine for Pigs are now open source 1
by Alissa McAloon [09.23.20]
Frictional Games has given fellow devs and modders the go-ahead to explore what makes both iconic horror games tick.
Console/PC, Indie, Programming

Don't Miss: How Supergiant Games adds new deities to Hades' pantheon 1
by Jay Castello [09.22.20]
Supergiant Games creative director Greg Kasavin sits down to discuss the design and business decisions behind Hades.
Indie, Design

Bethesda x Xbox - what does it mean for 'regular' game devs? 1
by Simon Carless [09.21.20]
What does Microsoft's $7.5 billion acquisition of Bethesda parent company Zenimax mean for the video game ecosystem in general, and regular publisher/devs in particular?
Console/PC, Indie, Design, Production, Business/Marketing

Future Club is a new dev-owned studio from ex-Lab Zero staff 1
by Alissa McAloon [09.21.20]
The developers that once worked on games like Skullgirls and Indivisible at Lab Zero games have started a new studio that, from day one, places ownership in the hands of its employees.
Indie

Sponsored Content
Learn the best ways to keep bugs from killing your development momentum  
by Backtrace [09.21.20]
Sponsored: The longer a team waits to address bugs, the more difficult they are to resolve. Learn how to better understand problems and accelerate fixes in this free white paper.
Console/PC, Smartphone/Tablet, Indie, Programming, Sponsored Article, Whitepaper

Video: Everything you wanted to know about unionizing your workplace  
by Staff [09.17.20]
In this 2020 GDC Summer talk, Game Workers Unite UK & IWGB's Kevin Agwaze discusses the current state of unionization in the global games industry and the recent formation of game workers unions.
Console/PC, Indie, Production, Video

Don't Miss: Inside the development of Supergiant Games' Hades  
by Bryant Francis [09.17.20]
Supergiant Games creative director Greg Kasavin sits down to discuss the design and business decisions behind Hades.
Console/PC, Indie, Design

Don't Miss: Spelunky and why it's okay for game designers to be mean 13
by Staff [09.15.20]
"Spelunky may be another example of why imminently-attainable and generous rewards aren't always the ideal recipe for design success."
Console/PC, Indie, Design

Mediatonic's plan to exile Fall Guys cheaters to a cheaters-only queue backfired 1
by Alissa McAloon [09.14.20]
The plan was to have cheaters matchmake exclusively with other cheaters, but the Fall Guys team noticed its plans for Cheater Island were actually hurting the game's reputation.
Console/PC, Social/Online, Indie