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February 7, 2016
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February 7, 2016
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Updates » Indie
'You've got to make something that you love' - Designing Dangerous Golf 2
by Alex Wawro [01.26.16]
After leaving Criterion in 2014, cofounder Fiona Sperry chats about why she and cofounder Alex Ward's new studio Three Fields Entertainment's debut project is an irreverent, destructive golf game.
Indie, Design, Production

Day of the Devs comes to GDC 2016 alongside the return of iam8bit  
by Staff [01.26.16]
GDC 2016 organizers are happy to announce details of the Day of the Devs and iam8bit interactive spaces at the March conference. Spoiler: There's 12 games and a photo opp involved.
Indie, Business/Marketing, GDC

Unity looks to drive development with global Unite conference series 1
by Chris Kerr [01.26.16]
Unity has announced the dates for its worldwide Unite conference series, which will will see the company take its hands-on events to eight countries in the next 12 months.
Console/PC, Indie, Programming, Production

An OUYA story 9
by Gamasutra Community [01.26.16]
"I learned a lot in my year of OUYA. Experiencing the internet hate, seeing a startup go from boom to bust, project management and deadlines, experiments in marketing. Above all I learned from OUYA that perception is everything."
Console/PC, Indie, Business/Marketing

The minimalist sound design of The Witness Exclusive 2
by Bryan Gardiner [01.26.16]
'It's a very minimalist game,' says Andrew Lackey, 'which meant we couldn't introduce any sound that was unnecessary, or that didn't fit with the game's logic.' Like, for example, a soundtrack.
Console/PC, Indie, Audio, Design, Exclusive, Video

Don't Miss: An architect discusses her work on The Witness 16
by Deanna Van Buren [01.25.16]
In this blog post, Deanna Van Buren of FOURM design studio discusses the role that architects and landscape architects played in creating the world of The Witness.
Console/PC, Indie, Art, Design

Five Nights at Freddy's World removed from Steam by developer  
by Christian Nutt [01.25.16]
Scott Cawthon decides to yank the game, asks Steam to change its refund policy for his game in particular, and offer future versions for free.
Console/PC, Indie, Business/Marketing

This Week in Video Game Blogging: Tech gone bad  
by Critical Distance [01.25.16]
This week, our partnership with game criticism site Critical Distance brings us picks from Mark Filipowich on topics ranging from predators in online games to gambling in Japan.
Console/PC, Social/Online, Indie

Undertale, Witcher 3 and Bloodborne among SXSW Gaming award noms 1
by Alex Wawro [01.25.16]
This will be the third year that SXSW Gaming Awards will be distributed, and the awards are varied (and numerous enough) to potentially honor a broad swath of game developers.
Console/PC, Indie, Business/Marketing

Blog: Why I quit my dream job at Ubisoft 12
by Gamasutra Community [01.25.16]
"On my last day at Ubisoft, while I was saying goodbye to my colleagues, nobody asked why I was leaving to work on my own games. Even people who barely knew me had a pretty good idea."
Console/PC, Indie, Business/Marketing

Q&A: Jon Ingold on Sorcery! and crafting interactive fiction  
by Konstantinos Dimopoulos [01.25.16]
'The end of the Sorcery! epic is our focus for the moment; it's a bittersweet feeling to be coming to the end of the series after nearly 1.5 million words.'
Console/PC, Indie, Design, Production, Video

The influence of music on the perception of difficulty 1
by Gamasutra Community [01.25.16]
"So what I set out to prove was, does the player feel like the game is getting harder when the music changes while playing? The setup for the test was quickly established."
Console/PC, Smartphone/Tablet, Indie, Audio, Design

Balancing a game the right way: Make stats designer-facing 3
by Gamasutra Community [01.25.16]
"My variables made logical sense for the game code, but not for the designer. I set out to rename all my stats, shifting from 'how does this work' to 'what makes most sense to me?'"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Come to GDC 2016 and attend a design postmortem of Darkest Dungeon  
by Staff [01.25.16]
Red Hook Studios cofounder Tyler Sigman will be at GDC 2016 to deliver an insightful postmortem of how the game was designed, and how it evolved through its time on Early Access.
Indie, Design, GDC

Avoiding the 'tagalong trap' in co-op game design 1
by Gamasutra Community [01.25.16]
"Creating an engaging co-op experience comes down to carefully understanding the roles the characters play, and balancing their involvement throughout the experience." Here are some tips and lessons learned.
Console/PC, Indie, Design

Blog: Destination Austin 6
by Gamasutra Community [01.25.16]
Austin, Texas: A booming city in the U.S. and a game development hub. This blog post discusses what it's like, and, as a game dev, whether it's a place you might want to move.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

The (non) problem with Games London 2
by Gamasutra Community [01.25.16]
"Many people feel like the UK is playing second fiddle to London and every initiative or event that takes place there increases that negative vibe. I’m certain that these London-centric choices are logistical, not emotive or dismissive."
Indie, Business/Marketing

Road to the Student IGF: Chambara by Team OK Games  
by Chris Baker [01.25.16]
This impressive student game uses its limited color palette to create a striking aesthetic...and to create a unique local multiplayer combat experience.
Indie, Design, Production, Business/Marketing, IGF

How game devs around the industry deal with imposter syndrome 3
by Alex Wawro [01.22.16]
A handful of game makers who feel like frauds share their thoughts on the topic of imposter syndrome with Polygon, and how those feelings affect both their personal and professional lives.
Console/PC, Indie

Download your copy of the GDC 2016 State of the Industry report!  
by Staff [01.22.16]
Game Developers Conference officials are pleased to release the full results of the 4th annual GDC State of the Industry survey today, and now you can download a copy of the full report for yourself. 
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing, GDC