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October 15, 2018
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Updates » Indie
The Making of GDC 2019: Figuring out which pass is right for you  
by Staff [10.15.18]
GDC's audience is as diverse as the content it offers, and its numerous pass options reflect that. Here, GDC GM Katie Stern breaks down the mny passes to help you understand which is right for you!
Console/PC, Indie, GDC

How Landfall Games finds the fun in physics engines  
by Jack Yarwood [10.15.18]
"If everyone doesn’t take the game so seriously we can have a lot more fun with it and do more," says Landfall's Petter Henriksson of the studio's penchant for weird physics in this in-depth chat.
Indie, Programming, Design, Video

Video Game Deep Cuts: Smash That Magic Spiderweb  
by Gamasutra Staff [10.14.18]
This week's highlights include a neat Smash Bros interview, a review of Magic Leap's reveal party, and words of wisdom from Spiderweb Software, among many others.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Designing for exploration - and terror - in Sunless Skies' Reach update 1
by Gamasutra Community [10.12.18]
Paul Arendt, CEO of Failbetter Games and creative director of Sunless Skies, talks about reconstructing the first region of the game to make exploration more meaningful and terrifying.
Console/PC, Indie, Design

Making cars and writing code: Production Line's refreshing dev approach  
by Joel Couture [10.12.18]
Gamasutra chats with veteran indie Cliff Harris (aka Cliffski) about the work that went into turning car manufacturing into an engrossing game in his Early Access puzzler Production Line.
Console/PC, Indie, Design, Production, Business/Marketing

Blog: Marketing and session data for Summoners Fate at PAX West 2
by Gamasutra Community [10.11.18]
Indie developer Ross Przybylski of D20 Studios offers crucial marketing and player data on his early access tactical CCG Summoners Fate following a showing at PAX West.
Indie, Business/Marketing

Get a job: Heart Machine is hiring a Gameplay Engineer  
by Staff [10.11.18]
Heart Machine is after someone to craft code for character interactions, NPC interactions, scripted sequences, combat, environmental interactions, and much more.
Indie, Programming, Recruitment

Don't Miss: Bringing Camouflaj's République to PlayStation 4  
by Paul Alexander [10.11.18]
The curious story of how Camouflaj's episodic game République made its way from iOS in 2013 to Steam and then onto PS4 involves an engine overhaul, a port house, and a tricky overseas deal.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

IGF 2019 welcomes a remarkable array of intriguing and exciting entries!  
by Staff [10.11.18]
The 21st annual Independent Games Festival has closed its call for game submissions with over 500 fantastic entries, from Return of the Obra Dinn to Speed Dating for Ghosts!
Indie, IGF

Snap, Crackle, Pop: Crunch & self-mutilation in Swery's new puzzler The Missing  
by Alex Wawro [10.11.18]
Hidetaka "Swery" Suehiro talks Gamasutra through the design of his new studio's first game, The Missing, and how he hopes it will prove him a good game designer -- not just an interesting storyteller.
Console/PC, Indie, Design, Video

How Early Access shaped the narrative structure of We Happy Few  
by Alan Bradley [10.09.18]
Compulsion Games' narrative director Alex Epstein explores how, with a little help from Early Access feedback, the systems and world of We Happy Few evolved around its narrative.
Indie, Design

The Making of GDC 2019: How conference content comes together  
by Staff [10.09.18]
In this "Making of GDC" blog post, Game Developers Conference GM Katie Stern discusses how the submissions process works for all the talks you see at the show every year.
Console/PC, Indie, GDC

Building a multiplayer real-time strategy game in Unreal Engine 10
by Gamasutra Community [10.09.18]
A detailed, but practical take on transferring bits and networking architecture for a real-time strategy game.
Console/PC, Indie, Programming

Video Game Deep Cuts: Uri Geller's Pessimistic Starlink  
by Gamasutra Staff [10.07.18]
This week's highlights include Uri Geller vs. Pokemon, why we need pessimistic games, a look at Ubisoft's Starlink, & lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Die, die, die: Boss battle design in Death's Gambit  
by Joel Couture [10.05.18]
Death's Gambit literally began as a google doc of boss ideas," says Alex Kubodera, co-founder of Death's Gambit dev White Rabbit, in this deep dive into the boss-centric game's combat design.
Console/PC, Indie, Art, Design, Production

Breaking fences, escaping dinosaurs?! Oh my, it's Parkasaurus' developers  
by John Harris [10.05.18]
Gamasutra spoke to one half of Washbear and co-developer of Parkasaurus, Chris McQuinn to explore the design and intent of the slightly-silly dino zoo sim Parkasaurus.
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing, Video

Video: Breaking the rules of game design  
by Staff [10.04.18]
At GDC 2012, Naughty Dog's Kaitlyn Burnell took to the stage to question conventional game dev wisdom and ask: when you learn to follow game design rules, when is it right to break them?
Console/PC, Indie, Design, Video, Vault

Reminder: Tomorrow is your deadline to pitch talks for GDC 2019's Summits!  
by Staff [10.04.18]
Just a quick reminder: All submissions for GDC 2019’s Virtual Reality Developers Conference (VRDC), GDC Summits, and Game Career Seminar are due tomorrow (Friday, October 5th) at 11:59 pm Pacific!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, GDC

Alt.Ctrl.GDC Inspirations: SpaceBeagles' Butt Sniffin Pugs  
by Staff [10.04.18]
GDC 2019 seeks your great offbeat controller prototypes for Alt.Ctrl.GDC! The submission deadline is November 30th, so to inspire you we're highlighting some prior standouts -- like Butt Sniffin Pugs!
Indie, Design

Number Punchers: How Final Fantasy and Dragon Quest handle combat math 4
by John Harris [10.04.18]
There’s now been well over 30 years of computer RPGs, in both C- and J- styles, and one feature most of them have in common is that they’re awfully vague about their combat math.
Console/PC, Indie, Design