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July 8, 2020
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Updates » Indie
GDC YouTube Top 5: No More Robots' Mike Rose  
by Kris Graft [10.22.19]
In this monthly series we invite brilliant people from the game industry to curate their top 5 videos from the GDC YouTube archive. This month: Mike Rose of Hypnospace Outlaw publisher No More Robots.
Console/PC, Indie, Design, Business/Marketing, GDC

Paring down the elegant control scheme of Sayonara Wild Hearts  
by Diego Arguello [10.22.19]
Simon Flesser of Simogo outlines how his team kept controls simple, and resisted the temptation of over-complication, when designing the controls of the gorgeous action game Sayonara Wild Hearts.
Console/PC, Smartphone/Tablet, Indie, Design

Don't Miss: 7 influential immersive sims that all devs should play 5
by Richard Moss [10.21.19]
Gamasutra checks in with some devs from around the industry to highlight some key games in the genre that all developers should study, in an effort to understand the strengths of the immersive sim.
Console/PC, Indie, Art, Audio, Design

Video Game Deep Cuts: Fortnite's End In Jedi's Order 2
by Gamasutra Staff [10.19.19]
This week's highlights include the end (and resurrection) of Fortnite, an early look at Star Wars Jedi: Fallen Order, plus games from Manifold Garden to Killer Queen Black & Disco Elysium.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Production

Don't Miss: My Friend Pedro's journey from Flash cult hit to indie success 1
by Cian Maher [10.18.19]
"The game grew very organically and it was all about discovering as I went along," creator Victor Agren explains in this inside look at how My Friend Pedro went from Flash cult hit to indie success.
Indie

Downscaling, upscaling, same-scaling: Porting to Switch and under-powered consoles 2
by Andrew King [10.18.19]
We chatted with some of the top porting houses and the author of Arcade Perfect to find out the current state of porting games to Nintendo's immensely popular Switch.
Console/PC, Indie, Programming, Design, Production

Making beautifully personal games with Nina Freeman - GDC Podcast ep. 3  
by Kris Graft [10.17.19]
Nina Freeman is a designer at Tacoma developer Fullbright, and is also known for making intensely personal games like Cibele. She joined us to talk about how she takes autobiographical topics and turning those into brilliantly evocative games.
Indie, Design, Podcast, GDC

Video: Building & animating characters in Supergiant's Transistor & Pyre  
by Staff [10.16.19]
In this 2018 GDC talk, Supergiant Games' Camilo Vanegas discusses the animation process that brings the company's memorable characters to life.
Console/PC, Indie, Art, Design, Video, Vault

Don't Miss: How the Surviving Mars devs built a city-builder on a barren planet 2
by Joel Couture [10.16.19]
Lead designer Boian Spasov chats about how Haemimont Games' Surviving Mars breaks with the city-builder genre in key ways to make players feel scared and uncertain while colonizing a barren world.
Indie, Design

Registration is now open for GDC 2020!  
by Staff [10.16.19]
Sign up now to attend GDC 2020 at a discount price and gain access to the global game development community for a week of unmatched education, inspiration and networking in San Francisco!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Case study: Steam's 'Deal Of The Day' and DLC attach rates 4
by Gamasutra Community [10.16.19]
Simon Carless examines real-world data to find out some interesting facts about Steam Daily Deals and DLC attach rates.
Console/PC, Indie, Business/Marketing

Video: Using data-informed design to make more accessible games  
by Staff [10.15.19]
In this 2019 GDC session, AbleGamers' Christopher Power and Mark Barlet share data and design knowledge that will help inspire developers and their teams to create great accessible designs.
Console/PC, Indie, Design, Video, Vault

Don't Miss: An inside look at Wargroove's design choices 1
by Bryant Francis [10.15.19]
The developers of Wargroove share some insight behind the game's game design, tooling, and technical implementation to help other strategy game developers.
Console/PC, Indie, Design

Q&A: How Steam hit Raft stands out in the crowded survival genre  
by John Harris [10.15.19]
Redbeet Interactive, the Swedish studio behind Steam hit Raft, tells us about the design and development of game, and how a tight, restrictive design helps the game stand out in a crowded genre.
Console/PC, Indie, Design

Video Game Deep Cuts: Hearthstone Boycotts, Concrete Genie, Indie Sales 1
by Gamasutra Staff [10.11.19]
This week's highlights include fallout from Blizzard's 'Hong Kong censorship' controversy, new titles including Concrete Genie, Neo Cab, and John Wick Hex, plus the reality of indie game sales.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: The math behind predictable projectiles in games 1
by Staff [10.11.19]
In this 2017 GDC talk, Robot Entertainment's Chris Stark explains the math and code behind predictive linear and ballistic projectile aiming in game design.
Console/PC, Indie, Programming, Video, Vault

IGF 2020 accepts over 550 innovative and exciting entries!  
by Staff [10.11.19]
These submissions came in from a diverse and widespread selection of veteran indie game makers, first-time entrants, and students, all of whom will compete to win at the IGF Awards in March!
Indie, Business/Marketing, IGF

'BARF!': Designing River City Girls' approachable, challenging brawling 1
by John Harris [10.11.19]
Gamasutra chats with WayForward's Adam Tierney about the design and development of River City Girls, a vibrant 2D brawler that pays tribute to the classic River City Ransom games.
Indie, Design

How to get your game on the front page of Imgur: A practical guide 7
by Gamasutra Community [10.10.19]
Game marketer Chris Zukowski offers specific steps on how to use image sharing platform Imgur to market your indie game.
Indie, Business/Marketing

Don't Miss: Building game mechanics to elevate narrative in Oxenfree  
by Staff [10.09.19]
Night School co-founder Sean Krankel delves deep into the design decisions the Oxenfree team made in the course of making a supernatural teen thriller about exploration and communication.
Console/PC, Indie, Design