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January 21, 2018
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Updates » Indie
5 trends that defined the game industry in 2017  
by Kris Graft [12.18.17]
2017 in the video game industry was essentially a game of Playerunknown's Battlegrounds. Here are the trends that defined a year of fighting over a chicken dinner.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Video Game Deep Cuts: Dance, Dance Aztarac!  
by Gamasutra Staff [12.18.17]
This installment of Video Game Deep Cuts includes pieces about the death and rebirth of Dance Dance Revolution, the resurrection of gorgeous vector arcade game Aztarac after its creator's death, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Game dev lessons learned in making co-op board game Burgle Bros  
by Staff [12.15.17]
"Board games are software that run on people," says game designer Tim Fowers in his GDC 2017 Board Game Design Day talk about the design and development of his co-op heist board game Burgle Bros.
Indie, Design, Video, Vault

These are the games you'll play at GDC 2018's alt.ctrl.GDC showcase!  
by Staff [12.15.17]
Game Developers Conference 2018 organizers have once again selected 20 great, one-of-a-kind games for next year's alt.ctrl.GDC, an on-site playable exhibit of alternative control schemes and games.
Console/PC, Indie, Design

Memory Matters: A special RAM edition of Dirty Coding Tricks 8
by Brandon Sheffield [12.15.17]
Here we have a host of stories from devs across the industry (and across the years/platforms) about less-than-righteous methods used to fit levels, textures, & entire games into their required spaces.
Console/PC, Indie, Programming

Video: Capy Games' Super Time Force and the paradox of time travel  
by Emma Kidwell [12.14.17]
In this 2014 GDC session Capy Games' technical director Kenneth Yeung discusses the game design difficulties of time manipulation in Super Time Force.
Indie, Design, Production, Video, Vault

The struggle to make sci-fi space colonies feel grounded in Aven Colony  
by Jack Yarwood [12.14.17]
Mothership's Paul Tozour opens up a bit about how, through specific design and writing choices, the studio tried to make its sci-fi space colony management sim feel human and grounded.
Console/PC, Indie, Design, Video

At GDC 2018, see how a diverse writers' room created the Life Is Strange prequel  
by Staff [12.14.17]
At GDC 2018 Deck Nine Games narrative director Zak Garriss will be delivering a talk on how the team adapted a TV writers' room approach to create Life Is Strange: Before the Storm.
Indie, Design, GDC

Indie publisher Raw Fury closes $600k seed funding round  
by Alissa McAloon [12.13.17]
The investment will allow Raw Fury to bring more games onto its publishing label than originally planned during 2018 and will fund the hiring of additional personnel to work with devs.
Console/PC, Indie, Business/Marketing

Opinion: How Robot House bridges divides with Rumu  
by Katherine Cross [12.13.17]
Gamasutra contributor Katherine Cross examines how Robot House's emotional robot vacuum adventure game Rumu gets at the true nature of love.
Indie, Design

Come to GDC 2018 for a behind-the-scenes look at the making of Hellblade  
by Staff [12.13.17]
At GDC 2018, Ninja Theory cofounder Tameem Antoniades and commercial director Dominic Matthews will discuss the approach taken by a small team of 20 to deliver a high-quality game.
Indie, Design

Bury Me, My Love and the emotional rollercoaster of making a video game 2
by Gamasutra Community [12.12.17]
Bury Me, My Love creative director Florent Maurin walks through every step of the dev team's very intense 18 months building the striking game about a Syrian migrant's journey to Europe.
Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing

Video: The making of Little Inferno  
by Emma Kidwell [12.11.17]
In this 2014 GDC session, Tomorrow Corporation's Kyle Gray discusses the development process of Little Inferno.
Indie, Design, Production, Video, Vault

You Must be 18 or Older to Enter cut from Steam over pornography concerns 3
by Alissa McAloon [12.11.17]
Valve quietly pulled SeeminglyPointless' offbeat horror game from the Steam Store, later telling the developer that it had been classified as porn.
Console/PC, Indie

Best of 2017: How to design decisions that feel intimately difficult 17
by Gamasutra Community [12.11.17]
Kuba Stokalski, lead designer at 11 bit Studios, explores the conflict at the heart of many choices in This War of Mine - and examines how it can be used in other contexts.
Indie, Design

Video Game Deep Cuts: A Far Cry From Wizard-Sniffing  
by Gamasutra Staff [12.11.17]
This week's top game articles/videos include the story behind Far Cry 5, a wizard-sniffing text adventure, the hillbillies of Grand Theft Auto Online, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Environmental artist Jane Ng only made 23 unique trees for Firewatch 1
by Emma Kidwell [12.08.17]
Jane Ng is lead artist at Campo Santo and presented at the NYU Game Center lecture series about the environmental art of Firewatch, discussing how she only created 23 unique trees for the entire game.
Indie, Art, Design

Finding the right beats in Cosmo D's surreal The Norwood Suite 1
by Joel Couture [12.08.17]
Game designer and musician Greg Heffernan walks Gamasutra through the process of blending inspirations as diverse as jazz and immersive sims to build his first-person thriller The Norwood Suite.
Console/PC, Indie, Design

Designing a domestic hunter-killer thriller the Hello Neighbor way
by Brock Wilbur [12.08.17]
Dynamic Pixels lead designer Nikita Kolesnikov tells Gamasutra a tale of how the small mobile studio scaled up to build a stealth horror game with a terrifying AI -- and what went awry along the way.
Indie, Design

Line Wobbler dev creates a playable Christmas tree in London 1
by Emma Kidwell [12.07.17]
Game designer Rob Baumgarten created The Games Tree, a playable Christmas tree installation on display in London funded through a partnership with Games London and Network Rail.
Indie, Design