Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.


Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 26, 2020
arrowPress Releases







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


Updates » Indie
Blog: Lessons learned from reviewing indie games 2
by Gamasutra Community [04.13.20]
I have covered hundreds of indie games in the past decade, and today, I want to share my thoughts on what I've learned about reviewing games from this space.
Indie

Blog: Inside the development of The Riftbreaker's AI system 1
by Gamasutra Community [04.13.20]
In the article we describe the process of developing the AI system for our upcoming game, The Riftbreaker. Working with your own tech can lead to some unexpected twists and turns!
Indie, Programming, Design

Video Game Deep Cuts: The Animal Crossing Minutes 1
by Gamasutra Staff [04.12.20]
The latest Video Game Deep Cuts roundup of the best writing & videos includes Disaster Report 4, Animal Crossing shenanigans, Mount & Blade II, & lots more besides.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Video: A postmortem look at the making of A Short Hike  
by Staff [04.09.20]
In this 2020 GDC virtual talk game maker Adam Robinson-Yu talks about how he decided to put a major project on the back burner in favor of a new prototype, which ultimately became A Short Hike.
Indie, Design, Production, Video, Vault

Video: Overcoming creative block on Super Crush KO  
by Staff [04.07.20]
In this 2020 GDC virtual talk, DrinkBox Studios' Gabby DaRienzo talks about her experience with a year-long creative block, how she overcame it, and how it affected her work on Super Crush KO.
Indie, Art, Design, Video, Vault

Game discoverability: to demo, or not to demo?  
by Simon Carless [04.07.20]
How should you position your game demo on Steam? We look at a couple of options, as well as a whole bunch of other news around game discoverability - how people find and play your game.
Console/PC, Indie, Design, Production, Business/Marketing

Video: Writing great ensemble casts (instead of lone heroes) in games  
by Staff [04.06.20]
In this 2020 GDC virtual talk, Die Gute Fabrik's Hannah Nicklin discusses the key techniques, challenges and potential of writing for ensemble casts compared to 'heroes' tales' in video games.
Console/PC, Indie, Design, Video, Vault

Don't Miss: How Rogue Legacy handles tutorials without being boring 5
by Staff [04.03.20]
How do you teach players how to play your game without getting bogged down in boring tutorials? Rogue Legacy developer Teddy Lee shares his secrets.
Console/PC, Indie, Design

Video Game Deep Cuts: The Year Of The Pac  
by Simon Carless [04.03.20]
The latest picks for the week's best writing & videos about video games includes a look at Over The Alps, Good Job!, & lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

ALT.CTRL.GDC Showcase: Our Sutured City  
by Joel Couture [04.03.20]
Our Sutured City holds a story within a woven tapestry, having players touch places within the art to progress through a point & click-like game.
Indie, Video, alt ctrl gdc

Journey to the Savage Planet a reaction to a past life of AAA development  
by Aron Garst [04.03.20]
After life as creative director on huge Ubisoft games like Assassin's Creed III and Far Cry 4, Alex Hutchinson was ready to make games at his own small studio.
Indie, Design, Production, Video

ALT.CTRL.GDC Showcase: Red Planet Games' Vincere  
by Joel Couture [04.02.20]
Vincere is a competitive chariot racing game, where players must lean in their chariot and pull on the reins to overcome the opponent beside them.
Indie, Video, alt ctrl gdc

Don't Miss: Give players a place to feel 'cozy' and they'll keep coming back  
by Alissa McAloon [04.01.20]
"It's like eating mac-and-cheese in video game form." Slime Rancher dev Nick Popovich says that capturing that comfort-food feeling is key to bringing players back to your game time and time again.
Console/PC, Indie, Design

ALT.CTRL.GDC Showcase: Hug Machine  
by Joel Couture [04.01.20]
Hug Machine takes players to a distant future where humanity is learning how to hug again, using a convenient person-shaped machine to practice their hugging techniques.
Indie, Video, alt ctrl gdc

What happens when an outbreak ruins your game announcement plans?  
by Aron Garst [04.01.20]
Sabotage Studio's Thierry Boulanger opens up about how the success of The Messenger allowed the studio to start in on Sea of Stars, and the impact COVID-19 has had on the game's development.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Business/Marketing

Video: Using forgiveness mechanics to design better games  
by Staff [03.31.20]
In this 2020 GDC virtual talk Butterscotch Shenanigans' Seth Coster examines forgiveness mechanics, game systems that allow the player to be 'off' in their inputs but still get desirable results.
Console/PC, Indie, Design, Video, Vault

ALT.CTRL.GDC Showcase: People of the Moon  
by Joel Couture [03.31.20]
People of the Moon puts two players on teeter totters that guide a ship through the night sky, using both of their movements to capture the lights that glimmer in the dark.
Indie, Video, alt ctrl gdc

Showcasing on Steam's Game Festival: the real numbers!  
by Simon Carless [03.31.20]
Luciano Iurino from Spanish dev The Troglobytes, who have Hyperparasite, their relentless twin-stick shooter/roguelite set in the roaring '80s, discussed the positive effects of having their game in the new Steam Game Festival.
Console/PC, Indie, Design, Production, Business/Marketing

Video: Storytelling with verbs to better integrate narrative and gameplay  
by Staff [03.30.20]
In this GDC 2020 virtual talk Capy's Kaitlin Tremblay discusses the inherent fiction behind our most common gameplay verbs, such as shooting, talking, deciphering puzzles, hacking, and the like.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

ALT.CTRL.GDC Showcase: Far Away Cage  
by Joel Couture [03.30.20]
Far Away Cage has players crawling through the guts of a spaceship, seeking control panels they can use to find information they need to avoid an alien that stalking the ducts.
Indie, Video, alt ctrl gdc