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January 20, 2018
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Updates » Indie
Don't Miss: Creating an adaptive narrative in Reigns 7
by François Alliot [12.07.17]
"As soon as we weighted the decisions of the player with consequences on the 4 dimensions of power, we gave a lot of meaning to very simple swiping gestures," says François Alliot, creator of Reigns
Smartphone/Tablet, Indie, Programming

Video: Skullgirls animator Mariel Cartwright presents a live animation demo  
by Emma Kidwell [12.06.17]
Lead Animator at Lab Zero Mariel Cartwright presents a live 2D animation demo at GDC 2015 demonstrating how the fighting game Skullgirls was animated.
Indie, Art, Video, Vault

Blog: Pain, difficulty, and Getting Over It 3
by Emma Kidwell [12.06.17]
Indie game developer Lars Doucet examines the design philosophy behind Bennett Foddy's latest release, Getting Over It.
Console/PC, Indie, Design

Postmortem: Mimimi's Shadow Tactics: Blades of the Shogun 7
by Dominik Abé & Johannes Roth [12.06.17]
The team at Mimimi Productions share the lessons they learned while making Shadow Tactics: Blades of the Shogun, the real-time tactical stealth game they first released a year ago today.
Console/PC, Indie, Art, Design, Production, Business/Marketing, Video

These are your juries for the IGF 2018 Design, Audio, and Student awards!  
by Staff [12.04.17]
A diverse array of lauded developers and industry professionals make up the juries of the GDC 2018 Independent Games Festival, who will decide the finalists for next year's awards.
Indie, Audio, Design, IGF

Blog: Camera logic in a 2D platformer 5
by Jochen Heizmann [12.04.17]
Getting the camera right in a 2D platformer is not as easy as it might seem. In our game Tiny Thor we have experimented with various options and I want to describe which techniques we ended up using.
Console/PC, Indie, Art, Design

Video Game Deep Cuts: Dream Of A Million Onions  
by Gamasutra Staff [12.03.17]
This week's best articles and visuals around games include a podcast about Dream Daddies, a wonderful video profile of Million Onion Hotel creator Yoshiro Kimura, and lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Dream Daddy co-creator opens up about the challenges of creating in public  
by Staff [12.01.17]
"For a while a lot of people would yell at me on the Internet," said Dream Daddy co-creator Leighton Gray. "Not internalizing all of that is really difficult." 
Indie

Get a job: Stoic is hiring a Tools Programmer  
by Staff [12.01.17]
Stoic is looking for a Tools Programmer to join its team in Seattle and help facilitate the development of Banner Saga and future projects.
Indie, Programming, Recruitment

Humble's holiday Jingle Jam bundle donates 100% of proceeds to charity  
by Alissa McAloon [12.01.17]
Humble Bundle has once again partnered with YouTubers The Yogscast to bring back its pay-what-you-want Jingle Jam game bundle.
Console/PC, Indie, Business/Marketing

Come see top devs share their clever design techniques at GDC 2018  
by Staff [12.01.17]
At GDC 2018 Richard Rouse III moderates a panel of 5 accomplished game makers who will each spend ten minutes detailing a specific design technique or rule they use to craft compelling experiences.
Console/PC, Indie, Design, GDC

Dev Q&A: Jetpacking around in the apocalyptic open-world RPG Elex  
by John Harris [12.01.17]
"Many Germans believe that Americans want to have a very easy game. But I don't think so. Games like Dark Souls and such are very successful in America."
Console/PC, Indie, Design, Video

Video: Fostering consequential play by setting up setbacks in your game  
by Staff [11.30.17]
At GDC 2014 Ubisoft's Patrick Redding argues that for a game to be meaningful, players should suffer occasional setbacks that they can recover from -- and offers advice on setting up good setbacks.
Console/PC, Indie, Design, Video, Vault

Learn animation principles, design tips, and more at GDC 2018's VFX Bootcamp  
by Staff [11.30.17]
GDC 2018 organizers are reminding you to make time to check out all the cutting-edge talks taking place during the day-long VFX Bootcamp that helps kick off the conference next year in San Francisco.
Console/PC, Indie, Art, GDC

Blog: Data and insights from Cogmind's first month on Steam 8
by Josh Ge [11.30.17]
Josh Ge's released his tactical scifi roguelike Congmind through Steam Early access a month ago. He digs deep into the sales figures and stats, and shares what he's learned since launch.
Console/PC, Indie, Business/Marketing

Developers share their most memorable dirty coding tricks 8
by Brandon Sheffield [11.29.17]
We’ve gathered unusual solutions to unusual problems from resourceful coders across the industry. Delight at their ingenuity, marvel at their audaciousness, and learn from their mistakes.
Console/PC, Indie, Programming

Video: All the cool prototypes shown at 2017's Experimental Gameplay Workshop  
by Staff [11.28.17]
At GDC 2017 a remarkable array of game makers gathers to showcase their innovative, offbeat, or just plain weird and wondrous game prototypes at the Experimental Gameplay Workshop.
Console/PC, Indie, Design, Video, Vault

Come to GDC 2018 for expert advice on porting your game to consoles  
by Staff [11.28.17]
PlayEveryWare director Thomas O'Connor knows a lot about porting games, and at GDC 2018 he'll share what he's learned so indie devs can make better decisions about shipping games on consoles.
Indie, Production, Business/Marketing, GDC

Game Design Deep Dive: The Spinning Plates approach of Bomber Crew 1
by Dave Miller [11.28.17]
"The intention was to keep the focus on the decisions made by the player both before and during the missions, rather than simply relying on the player’s skill in a particular mechanic."
Console/PC, Indie, Programming, Design, Video, Deep Dive

Video: How saying 'no' can help you make a better game  
by Staff [11.27.17]
At GDC 2016, Oculus' Ruth Tomandl reminds fellow devs that, as John Carmack says, focus is a matter of deciding what you're not going to do -- and gives a great talk about how and when to say no.
VR, Console/PC, Indie, Production, Video, Vault