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August 24, 2019
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Updates » Indie
PSA: Upload your resume to Gamasutra's job boards!  
by Staff [07.16.19]
Here's a friendly reminder that Gamasutra's job boards are the best place to find your next job in the game industry - upload your resume and land the job you want!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

GDC 2020 opens call for 'Core Concepts' submissions!  
by Staff [07.16.19]
Are you doing great work in game dev? Answer the GDC 2020 call for submissions to present lectures, panels & roundtables in the rebranded 'Core' line of talks, now open through Thursday, August 15th!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Video: Improving game dev tool design through editor triage  
by Staff [07.15.19]
In this 2017 GDC talk, tools designer Robin-Yann Storm discusses multiple approaches for tool and editor triage, intended for immediate application in a game development environment.
Console/PC, Indie, Design, Production, Video, Vault

Video Game Deep Cuts: Switch Lite-s Up, 2019's Best Games So Far  
by Gamasutra Staff [07.14.19]
This week's roundup includes a look at the Switch Lite announcement and Valve's experimental discovery mechanisms, as well as some picks on 2019's best games so far, Dragon Quest Builders 2, & more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: Designing Baba is You's delightfully innovative rule-writing system 1
by Staff [07.11.19]
Arvi Teikari, aka Hempuli, the creator behind the brilliant IGF Award-winning Baba is You, tells us about the process of designing a game that puts rule-making in the hands of players.
Console/PC, Indie, Design

Video: The importance of finding your platform champions  
by Staff [07.11.19]
In this 2019 GDC talk dev relations expert Nick Suttner shares practical insights and anecdotes of how to think about and approach potential champions behind big platforms like Oculus or Sony.
Console/PC, Indie, Business/Marketing, Video, Vault

Video: Inside the design of Subnautica  
by Staff [07.10.19]
In this 2019 GDC session, Unknown Worlds' Charlie Cleveland discusses the design of hit underwater survival sim Subnautica and how it created feelings of exploration, discovery and the unknown.
Indie, Design, Video, Vault

Cuphead has sold 4 million copies and has a Netflix adaptation on the way  
by Alissa McAloon [07.09.19]
Studio MDHR’s cartoonish platformer Cuphead has officially sold over 4 million copies since its 2017 release.
Console/PC, Indie

Opinion: Less is more - Why Observation's ending fell flat 2
by Katherine Cross [07.09.19]
No Code's voyeuristic space mystery Observation is an excellent game, but the final seconds of storytelling fall flat. Gamasutra columnist Katherine Cross explains.
Console/PC, Indie, Design

Video: Zachtronics' approach to open-ended puzzle design  
by Staff [07.08.19]
In this 2019 GDC talk, podcaster Drew Messinger-Michaels talks to Zachtronics' Zach Barth about the studio's puzzle design process, from the initial concept to mechanics to how story is integrated.
Indie, Design, Video, Vault

PSA: Upload your resume to Gamasutra's job boards!  
by Staff [07.08.19]
Here's a friendly reminder that Gamasutra's job boards are the best place to find your next job in the game industry - upload your resume and land the job you want!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: 50 common game camera mistakes -- and how to fix them 5
by Staff [07.08.19]
"Cameras are most noticeable when they fail." Thatgamecompany's John Nesky speaks about the importance of good camera design in games, and what he learned on the subject while working on Journey.
Console/PC, Social/Online, Indie, Programming

My Friend Pedro's journey from Flash cult hit to indie success 2
by Cian Maher [07.08.19]
'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, Design

Video Game Deep Cuts: Speedrunning The Sea Of Solitude  
by Gamasutra Staff [07.05.19]
This week's roundup includes some amazing highlights from the Summer Games Done Quick speedrun series, a look at intriguing new title Sea Of Solitude, and lots more still.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Q&A: Exploring the design of cat-in-a-mech Metroidvania Gato Roboto 1
by John Harris [07.05.19]
In this in-depth Q&A, the dev team behind Doinksoft's remarkable cat-in-a-mech explore-'em-up Gato Roboto dig into its level design and reflect on what makes a great lo-fi Metroidvania.
Console/PC, Indie, Design

Zachtronics games are now free for public schools and educational nonprofits  
by Alex Wawro [07.03.19]
Dubbed Zachademics, the new initiative allows teachers and other educators to request licenses for Zachtronics games if they're going to be used for teaching purposes.
Indie, Business/Marketing

Video: The dialog systems and tools of Firewatch  
by Staff [07.02.19]
In this 2017 GDC session, Unity's William Armstrong and Campo Santo's Patrick Ewing discuss the logic, tools, and workflow behind the dialog system used on Firewatch.
Indie, Design, Video, Vault

Video: Darkest Dungeon's 'camp counselor' approach to community management  
by Staff [07.01.19]
In this 2017 GDC talk John Lindvay explains why Darkest Dungeon dev Red Hook adopted a 'camp counselor' approach to community management, and how it helped foster strong relationships with players.
Indie, Business/Marketing, Video, Vault

Video Game Deep Cuts: Valve's Index Vs. Super Mario's Bloodstained Invasion  
by Gamasutra Staff [06.28.19]
This week's roundup includes a look at Nintendo's spritely Super Mario Maker 2, more impressions of IGA's much-awaited & Castlevania-ish Bloodstained, and a surprising new invasion in EVE Online.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

The complicated process of porting Graveyard Keeper to consoles and mobile 4
by Svyatoslav Cherkasov [06.28.19]
Lazy Bear Games summarizes the team's experience of porting a PC game made in Unity to iOS, Android, Xbox One, PlayStation 4, and Nintendo Switch, all while the PC version was being patched and improved.
Console/PC, Smartphone/Tablet, Indie, Programming, Production