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December 18, 2018
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Updates » Indie
GDC 2019 welcomes a wonderful group of new Summit advisors!  
by Staff [08.31.18]
GDC 2019 welcomes Emily Short, Grace Carroll, Miguel Sicart, Tanya X. Short, Steve Swink, and Katrina Wolfe as advisory board members for the GDC 2019 Summits!
VR, Console/PC, Smartphone/Tablet, Indie, GDC

Tuning Dead Cells to appeal to players both fast and slow  
by Carli Velocci [08.31.18]
“It took one year -- a little bit less than one year -- and we switched it from a totally different [game] to this action platformer," says designer Sébastien Bénard in this Dead Cells dev rumination.
Indie, Design, Business/Marketing

How Mulaka reflects a culturally respectful development process  
by emma kidwell [08.30.18]
The Mulaka developers discuss how communicating with members of the Tarahumara community, whose folk lore inspired the game, helped portray an accurate representation of their culture.
Indie, Design

Don't Miss: Punishing difficulty conveys a personal story in The End is Nigh 1
by Staff [08.30.18]
"As The End is Nigh unfolded, it became a story about my personal struggle with game development, my obsession with my work, and how it affects my family."
Console/PC, Indie, Design, Production

Submissions for GDC 2019 Summits are now open!  
by Staff [08.30.18]
The wait is over: the call for submissions is now open for GDC 2019’s Virtual Reality Developers Conference (VRDC), GDC Summits, & Game Career Seminar through October 5th at 11:59 pm Pacific Time!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Skipping Steam: Why Jason Rohrer independently distributes One Hour, One Life 1
by Richard Moss [08.30.18]
Veteran indie dev Jason Rohrer opens up about why he chose to self-distribute his civilization-building MMO game One Hour, One Life, complete with his own user reviews system and more.
Social/Online, Indie, Business/Marketing

Don't Miss: Spelunky and why it's okay for game designers to be mean 13
by Staff [08.29.18]
"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

Game Marketing 101: How to make games and stay afloat  
by Gamasutra Community [08.29.18]
11 bit's Patryk Grzeszczuk offers an unvarnished look at the odds when you ship a game in 2018, as well as basic tips for ensuring you and your studio stay afloat long enough to make your next game.
Indie, Business/Marketing

Battle Chef Brigade dev warns against putting work first  
by Emma Kidwell [08.28.18]
Battle Chef Brigade developer discusses how indie devs shouldn't put their lives on hold in order to prioritize work.
Indie, Production

Why Donut County changed halfway through development  
by Emma Kidwell [08.28.18]
Donut County was finally released today after six years in development-- but it was originally supposed to be an entirely different game.
Indie, Design, Production, Video

Get a job: Velan Studios is hiring an Online Programmer  
by Alissa McAloon [08.28.18]
Velan Studios is looking for an Online Programmer to aid it in building a competitive online multiplayer game with novel mechanics, a shiny new client-side engine, and backend network services.
Console/PC, Social/Online, Indie, Programming, Recruitment

Don't Miss: Creating the 30 different control schemes of Edith Finch 1
by Staff [08.28.18]
How the indie game company Giant Sparrow created 30 richly varied control schemes for What Remains of Edith Finch using only the analog sticks and one trigger button.
Console/PC, Indie, Design

Nintendo rolls out indie-focused Switch news channel  
by Alissa McAloon [08.28.18]
The new channel was announced during Nintendo’s Nindies Summer Showcase today and injects announcements, Q&As, developer interviews and more into the Switch’s built-in newsfeed.
Console/PC, Indie

New game, classic hardware: Developing Tanglewood on a Sega devkit 2
by Jack Yarwood [08.28.18]
“Making a game for Mega Drive is something I’ve wanted to do since I was a kid,” says Tanglewood dev Matt Phillips, who bought a Sega Mega CD devkit to do it. "Like an itch I couldn’t scratch.”
Console/PC, Indie, Design

Day of the Devs submissions are now open to all game makers  
by Emma Kidwell [08.27.18]
It's that time of year again-- the annual indie game showcase Day of the Devs is back, and organizers Double Fine and iam8bit are calling for developers to submit their projects.
Indie, Business/Marketing

Video Game Deep Cuts: The Two-Bit GoldenEye Circus  
by Gamasutra Staff [08.26.18]
This week's highlights include a look at innovative 'alternative arcade' Two-Bit Circus, a retrospective on the creation of GoldenEye for the N64, and lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Get a job: Dry Cactus is hiring a Lead Game Developer  
by Staff [08.24.18]
New Zealand-based Dry Cactus is seeking a skilled and motivated lead game developer to work remotely and help its studio grow and reach new audiences.
Indie, Recruitment

Don't Miss: Crafting an evocative score for Hollow Knight 5
by Alissa McAloon [08.24.18]
The music for Hollow Knight presented many challenges for composer Christopher Larkin. The most significant being how to create an evocative score with distinguishable leitmotifs.
Console/PC, Indie, Audio, Design

How Camp W's choice-driven design was shaped by a new narrative tool  
by Jack Yarwood [08.24.18]
“What’s really interesting about Branching Storywriter is that, while...we made a very text-based game, it’s really not limited to that," says Psyop's Alexei Bochenek in this Camp W design chat.
Indie, Design

Video: Understanding your market to make indie games sell 1
by Emma Kidwell [08.23.18]
In this GDC 2018 talk, Infinite Monkeys Entertainment's Erik Johnson analyzes trends in the Steam marketplace and explores how his game, Life Goes On, failed to match the market.
Indie, Business/Marketing, Video