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
April 8, 2020
arrowPress Releases







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


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.
Business/Marketing, Design, Production, Console/PC, Indie

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.
Design, Production, Indie, Video

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 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

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.
Design, Art, Indie, Video, Vault

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.
Design, Console/PC, Indie, 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.
Design, Console/PC, Indie

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.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing



Designing the art of Damaged In Transit  
by Diego Garcia [04.07.20]
A deep dive into the process of designing/animating all of the in-game elements from our new puzzle game, Damaged In Transit.
Design Art Indie

Hang Line Postmortem Part 1 - How pirates made my game successful  
by Ed Kay [04.07.20]
The story of how indie game Hang Line was created, from concept to launch. How I learnt new skills, cut corners, struggled with anxiety and ignored advice to find my own personal journey to success. And also how piracy can sometimes not be a bad thing!
Business/Marketing Design Production Art Indie Smartphone/Tablet

Game discoverability: to demo, or not to demo?  
by Simon Carless [04.06.20]
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.
Business/Marketing Design Production Console/PC Indie

Immersion and gameplay design in Rover Mechanic Simulator  
by Jacek Wyszynski [04.06.20]
It is difficult to force yourself to change a lightbulb, but when some screws get loose in a rover, it can keep you occupied for hours. What makes fixing digital vehicles in Rover Mechanic Simulator so compelling and satisfying?
Design Production Console/PC Indie

The Promise and Peril of COVID-19 for Hard-Pressed Indie Game Devs  
by Andrej Kovacevic [04.06.20]
The recent global COVID-19 pandemic that's sweeping the globe is complicating matters for scores of indie game developers, threatening their alternate income streams and putting them in danger of having to abandon their projects.
Indie


Skyhook Games — Liverpool, England, United Kingdom
[04.06.20]
Game Designer


Frictional Games — Malmö, Sweden
[04.01.20]
Tech Lead


Iridium Studios — Los Angeles, California, United States
[03.25.20]
3-D Character Artist