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January 16, 2018
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Updates » Video
Making free-to-play work for The Secret World  
by Bryant Francis [07.27.17]
We dive into the design changes behind The Secret World's transition to being a free-to-play title.
Console/PC, Design, Video

We're talking with the developers of Secret World Legends at 3PM EDT  
by Bryant Francis [07.27.17]
We're asking questions about the free-to-play reboot of the cult MMO hit The Secret World today at 3PM EDT.
Console/PC, Design, Video

Aven Colony dev champions the importance of good leadership in game dev  
by Bryant Francis [07.26.17]
During our chat with one of the developers of Aven Colony we learned what business tips he and his colleagues took to heart while making their sci-fi colony sim.
Console/PC, Design, Video

Video: Beyond Ageism -- Developing VR games for an older audience  
by Staff [07.26.17]
At GDC 2017 Miami University's Bob De Schutter draws from his own and third-party research with older players to discuss the potential of VR technology to entertain older audiences.
VR, Design, Video, Vault

Indie Arena Booth 2017 announces Gamescom line-up 1
by Thomas Faust [07.26.17]
This year's lineup is even more diverse than past Indie Arena outings, featuring 70 games from all over the world and taking up 1000 square meters of the show floor.
Indie, Video

Chat with one of Aven Colony's developers today at 4PM EDT  
by Bryant Francis [07.26.17]
We're asking the Aven Colony development team for tips about making simulation games today at 4PM EDT.
Console/PC, Design, Video

Blending action RPG and Minecraft-style sandbox in Portal Knights  
by Joel Couture [07.26.17]
"It's part of our core character progression," says Antony Christoulakis of Keen Games. "Players won't find weapons, armor, or tools as loot in Portal Knights, but crafting materials and new recipes."
Console/PC, Indie, Design, Video

Video: (Opportunity) cost-effective marketing & PR for indie devs  
by Staff [07.25.17]
At GDC 2017 experienced indie game PR wizard Chris Dwyer gives indie devs with limited financial, mental and time budgets a few good (and more importantly efficient) marketing & PR strategies.
Indie, Business/Marketing, Video, Vault

To make its unusual interface work, Kingsway merged weird with familiar  
by Alissa McAloon [07.25.17]
"That’s where I got some comfort in doing this weird thing," said Kingsway dev Andrew Morrish. "We have a weird game, but [players] would still know what to do."
Indie, Design, Video

Taking the sting out of failure in Supergiant's Pyre 1
by Jessica Famularo [07.25.17]
"In life, we all learn through failure and not just through success. It was important for our characters to survive these confrontations and face their adversaries again." - Greg Kasavin, Creative Director at Supergiant.
Console/PC, Indie, Design, Video

Video: Animating pups, boars & other quadrupeds in The Flame in the Flood  
by Staff [07.24.17]
At GDC 2017 The Molasses Flood's Gwen Frey, sole animator on The Flame in The Flood, discusses how to rapidly generate triple-A quadruped locomotion as an indie dev.
Indie, Art, Video, Vault

Kingsway dev says Tamagotchi and his gym helped save him from burnout  
by Alissa McAloon [07.24.17]
Working out, napping, and digital pets are some of game development’s best-kept secrets.
Indie, Production, Video

Starpoint Gemini Warlords is a 'community-developed' indie game  
by Thomas Faust [07.24.17]
Croatian indie studio Little Green Men incorporated a great deal of community feedback into its tactical space simulator Starpoint Gemini Warlords.
Console/PC, Indie, Design, Production, Video

Kingsway's developer explains how to make the most out of your user interface 2
by Bryant Francis [07.21.17]
We talked to the designer of the role-playing 'operating system' Kingsway about indie life and developing a UI-focused game.
Console/PC, Design, Business/Marketing, Video

Video: Avoiding the scourge of 'evil data' in playtesting  
by Staff [07.21.17]
At GDC 2017, indie dev Adriaan de Jongh shares all the "evil data" he gathered in 6 years of playtesting 8 games and offers practical advice for playtesting your game effectively.
Console/PC, Indie, Production, Video, Vault

Gigantic devs share tips for surviving game development's ups and downs 1
by Alissa McAloon [07.21.17]
“It's hard enough to make a new IP from scratch, but throw in the fact that we were a new company, an independent company, without a huge financial backing ever just makes everything challenging.”
Console/PC, Social/Online, Production, Video

Chat with the developer of RPG 'operating system' Kingsway at 3PM EDT  
by Bryant Francis [07.21.17]
We're streaming the RPG "operating system" Kingsway today at 3PM EDT and talking with developer Andrew Morrish.
Console/PC, Design, Video

Gigantic dev makes a case for why games should look like candy 1
by Alex Wawro [07.20.17]
"Candy is completely engineered to entice you to pick it up," says Gigantic lead concept artist Vinod Rams in a recent livestreamed chat about the game's design, development, and alluring art style.
Console/PC, Social/Online, Indie, Art, Video

Video: Shigeru Miyamoto's classic 1999 GDC keynote  
by Staff [07.20.17]
In this classic video, restored from the GDC archives, Nintendo's Shigeru Miyamoto speaks to his fellow game makers as part of his keynote address at the 1999 Game Developers Conference.
Console/PC, Video, Vault

Gamasutra plays the Destiny 2 beta  
by Bryant Francis [07.20.17]
We checked out the Destiny 2 closed beta...and wiped. To the same boss. Over, and over, and over, again.
Console/PC, Design, Video