Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
July 23, 2014
arrowPress Releases
July 23, 2014
PR Newswire
View All





If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Exclusive
Heavy Bullets is modern day indie game development dressed in 90s neon Exclusive 1
by Kris Graft [05.28.14]
Terri Vellmann’s Heavy Bullets is reminiscent of an older-school of video games. But the way it’s being made has the markings of the new school of indie game development.
Console/PC, Indie, Design, Exclusive, Video

How a single game trailer turned the tide for Factorio Exclusive 2
by Mike Rose [05.27.14]
Never underestimate the power of a great video game trailer. The team behind crafting game Factorio know this all too well, given how a single video changed their fortunes so dramatically.
Console/PC, Indie, Design, Exclusive, Video

Sir, You Are Being Hunted, and the advantages of procedural generation Exclusive 4
by Alex Wawro [05.27.14]
Big Robot's Jim Rossignol expounds upon how Sir, You Are Being Hunted's procedural generation systems work and the trials and triumphs of developing a Kickstarted game in public.
Console/PC, Indie, Programming, Design, Production, Exclusive, Video

Postmortem: The Chinese Room's Amnesia: A Machine for Pigs Exclusive 21
by Peter Howell [05.23.14]
A look back at the development of Amnesia: A Machine for Pigs from the perspective of The Chinese Room, and which focuses on not just its development but the collaboration with series creator Frictional Games.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Finding comfort in a pet project: The Bushido Blade-inspired Kyoto Wild Exclusive 4
by Alex Wawro [05.22.14]
Indie developer Teddy Diefenbach's comfort project while he works on Hyper Light Drifter is a four-player brawler inspired by games like Power Stone, Bushido Blade and Earthbound.
Console/PC, Indie, Art, Design, Production, Exclusive

Inside Adult Swim and Cartoon Network's PC indie push Exclusive 2
by Mike Rose [05.22.14]
Cartoon Network and Adult Swim already share a channel, so it makes sense that their video game exploits are criss-crossing and learning from one-another too.
Console/PC, Indie, Business/Marketing, Exclusive

For Rebellion, more freedom means shifting away from work-for-hire Exclusive 1
by Mike Rose [05.21.14]
British studio Rebellion has been taking on all kinds of game development work for years now. But as the game industry changed, the company had to evolve as well.
Console/PC, Smartphone/Tablet, Business/Marketing, Exclusive

'Roguelikes': Getting to the heart of the it-genre Exclusive 18
by Christian Nutt [05.21.14]
What makes roguelikes so appealing to both developers and players? Gamasutra speaks to developers like Daniel Cook (Road Not Taken) and Kevin Forbes (Don't Starve) to find out.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

4 vs. 1: Designing for co-op, designing for competition in Evolve Exclusive 1
by Kris Graft [05.20.14]
Four versus one doesn’t sound like a fair fight at all. But for Chris Ashton, evening the odds of a four-on-one fight is one of his main focuses with the upcoming online shooter, Evolve.
Console/PC, Design, Exclusive

Amid a struggling Kickstarter, Harmonix reflects on Amplitude Exclusive 11
by Leigh Alexander [05.19.14]
As the clock ticks away on the crowdfunding campaign to bring Amplitude to a new generation, Harmonix tells us what makes the game so special to the studio as a whole.
Console/PC, Social/Online, Indie, Programming, Design, Exclusive

New Steam games vie for visibility against older back catalog games Exclusive 16
by Mike Rose [05.16.14]
Following our in-depth report into the influx of Steam releases over the past several months, today we take a snapshot of the sorts of games you'll be competing with if you release a game on Steam in 2014.
Console/PC, Indie, Business/Marketing, Exclusive

Guilt, conflict and loathing: On being a 'passionate gamer' Exclusive 22
by Leigh Alexander [05.15.14]
"Passion" is a loaded term, specifically when it comes to playing and making games. Leigh Alexander explores the idea of being "passionate," and the baggage that comes with it.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Exclusive

'Come to mobile after you've had success elsewhere' Exclusive 1
by Mike Rose [05.15.14]
Mike Bithell made his first leap onto mobile, with an iPad port of Thomas Was Alone facilitated by the team as Bossa Studios. At what point did Bithell decide that a mobile version might be a good idea after all?
Console/PC, Smartphone/Tablet, Business/Marketing, Exclusive, Video

More games have released on Steam so far in 2014 than all of last year Exclusive 7
by Mike Rose [05.15.14]
There have now been more games released on Steam in the first 20 weeks of 2014 alone, than during the entirety of 2013, spelling out the real need for indie developers to properly market their games.
Console/PC, Indie, Business/Marketing, Exclusive

How the surge of Steam releases will affect game developers Exclusive 39
by Mike Rose [05.15.14]
If you've noticed a sudden influx of new titles launched on Steam recently and wondered whether there was some sort of surge happening, you wouldn't be wrong.
Console/PC, Indie, Business/Marketing, Exclusive

Road Not Taken a personal game, created pragmatically Exclusive 13
by Alex Wawro [05.14.14]
Studio co-founder Dan Cook opens up to Gamasutra about the development and personal inspiration behind Spry Fox's upcoming roguelike puzzler Road Not Taken, as well as why it's coming to PSN.
Console/PC, Indie, Design, Production, Exclusive, Video

Project CARS, and the benefit of crowdfunding without Kickstarter Exclusive  
by Mike Rose [05.13.14]
Slightly Mad Studios is finally gearing up for the release of Project CARS, three years after the original launch of its crowdfunding platform -- an approach that appeared rather extraordinary in the pre-Kickstarter boom.
Console/PC, Design, Business/Marketing, Exclusive, Video

Treachery in Beatdown City: New York through the eyes of Shawn Allen Exclusive  
by Leigh Alexander [05.13.14]
We talk to Shawn Alexander Allen about Treachery In Beatdown City, his just-funded tactical brawler -- and the spirit of art, hope, diversity and class war he's tried to reflect within it.
Console/PC, Indie, Programming, Art, Design, Exclusive

Kerbal Space Program's next big dev challenge: Adding multiplayer Exclusive 1
by Mike Rose [05.12.14]
Three years later, Kerbal Space Program is gearing up to release version 0.24, complete with a new contracts mechanic, a new mission control system, new tutorials, and the first steps towards multiplayer.
Console/PC, Indie, Design, Business/Marketing, Exclusive

The ups and downs of doing online multiplayer as an indie Exclusive 11
by Mike Rose [05.12.14]
Including online multiplayer is a difficult task, particularly for small teams. We speak to indies who've been in the trenches to get their take.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Exclusive