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June 17, 2019
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Updates » Indie
Moonlighter sells 500,000 copies in less than a year 1
by Alissa McAloon [04.10.19]
Digital Sun’s 2-in-one shop management sim and dungeon crawler Moonlighter has sold over 500,000 copies across all platforms. 
Console/PC, Smartphone/Tablet, Indie

Get a job: Heart Machine is hiring a Quality Assurance Lead  
by Staff [04.10.19]
Heart Machine is after someone who can catch and address problems quickly and effectively, can communicate with anyone on the team to get results, and has a deep understanding of our production process.
Indie, Production, Recruitment

Don't Miss: Crafting the bizarre, off-kilter gameworld of Little Nightmares  
by Alissa McAloon [04.10.19]
"We want it to feel like you could almost reach into the rooms and touch things, but maybe also wonder whether you should," says Little Nightmare's's senior narrative designer Dave Mervik.
Console/PC, Indie, Design

How to effectively use procedural generation in games 4
by Darius Kazemi [04.10.19]
In this rich excerpt from "Procedural Storytelling in Game Design," developer and proc-gen expert Darius Kazemi shares some ways to use procedural generation more effectively in game development.
Console/PC, Indie, Programming, Design

God of War director: accessibility isn't at odds with creative vision 1
by Alissa McAloon [04.08.19]
Cory Barlog, director of Sony Santa Monica’s recent 2018 release God of War, weighed in on the issue on Twitter, offering a succinct: "Accessibility has never and will never be a compromise to my vision."
Console/PC, Indie, Design

Video Game Deep Cuts: Risking Rain With A Lego Meat Boy  
by Gamasutra Staff [04.07.19]
This week's roundup includes the smash success of indie sequel Risk of Rain 2, a fascinating new Lego coding toy, and what's up with the new Super Meat Boy game, plus lots more.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Super Meat Boy Forever delayed, will miss April launch 1
by Emma Kidwell [04.05.19]
Super Meat Boy Forever will be delayed again, with publisher and developer Team Meat tweeting "we're almost done, but not quite there yet." 
Indie, Business/Marketing

Don't Miss: How devs deal with making enemies that feel 'okay' to kill 2
by Carli Velocci [04.05.19]
Gamasutra chats with devs from around the industry about good enemy design, and what's involved with creating enemies that feel 'okay' to kill -- without making killing feel okay.
Console/PC, Indie, Art, Design

A deep dive into Steam's discovery queue 6
by Kris Graft [04.05.19]
Game developer Erik Johnson looked at nearly 700 games over the course of three months in his Steam discovery queue. What he learned could help you understand how players are finding -- or not finding -- your game.
Console/PC, Indie, Business/Marketing

How When Ski Lifts Go Wrong hits the right mix of blood and physics puzzles 1
by Jupiter Hadley [04.04.19]
Jonny Hughes, one of the developers behind comedic ski lift-building game When Ski Lifts Go Wrong, talks with Gamsutra about the design and development of this silly physics puzzler.
Indie, Design, Video

Event feedback leads Falcon Age devs to make combat optional  
by Alex Wawro [04.03.19]
It's a nice demonstration of how a studio can make their games more accessible to those who might like to play without the stress of being attacked.
Indie, Design

'Roguelike' from another planet: The big ToeJam & Earl: Back in the Groove interview 2
by John Harris [04.03.19]
We speak with Greg Johnson, developer behind the original ToeJam & Earl games and the recently-released ToeJam & Earl: Back in the Groove about laid-back, funky games and roguelike design.
Console/PC, Indie, Design, Video

Humble Bundle cofounders step down because 'we're more startup kinda guys'  
by Alex Wawro [04.02.19]
This week Humble Bundle cofounders Jeffrey Rosen and John Graham confirmed they're giving up their leadership roles at the company (CEO and COO, respectively) as former Kixeye exec Alan Patmore takes the reins.
Console/PC, Indie, Business/Marketing

Video: Laralyn McWilliams on staying optimistic and creative in game dev  
by Staff [04.02.19]
At GDC 2019 veteran game dev Laralyn McWilliams gives a stirring, concise talk about practical ways to stay upbeat and fulfilled during a career in the ever-changing game industry.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Video, Vault

Don't Miss: Building and balancing Battletech's procedural missions 3
by Staff [04.02.19]
Lead designer Kiva Maginn digs into the details of how Harebrained Schemes' new giant robot strategy game reliably dishes up procedurally-generated side missions that are believable and challenging.
Console/PC, Indie, Design

Video: Sean Murray reflects on No Man's Sky and grit in game dev 2
by Staff [04.01.19]
At GDC 2019 Hello Games' Sean Murray discusses the value of grit in game development, and what the No Man's Sky team learned from weathering criticism while building and improving the game.
Indie, Production, Video, Vault

What Astroneer's devs learned while leaving Early Access  
by Bryant Francis [04.01.19]
One of the lead developers on Astroneer breaks down what his company has learned since completing the journey through Early Access.
Console/PC, Indie, Design, Production

Video Game Deep Cuts: A is for Apple Arcade, B is for rolling bones? 1
by Gamasutra staff [03.29.19]
This week's roundup includes a look at the Apple Arcade announcement, an intriguing video on how the Mongolian steppes do gaming, plus pieces on Sekiro, clicker games, AR, video game folklorists.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Why 11 Bit Studios endeavors to put emotion and meaning first in game dev  
by Alissa McAloon [03.29.19]
"We didn't want to do this hard mentally tiring game […] so we thought hey maybe we’ll do some 'gamer's game' with a cool idea and cool gameplay. But at the end it just sucked.”
Indie, Design, Production, GDC

Designing for deck-building in video games  
by Diego Arguello [03.29.19]
Gamasutra speaks with designers behind SteamWorld Quest, Hand of Fate, Slay the Spire, and Cultist Simulator to find out tips and methods for card-based design in video games.
Console/PC, Indie, Design