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April 22, 2019
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Behind Dawn of Man's style of 'ant colony' city-building 2
by John Harris [04.22.19]
Dawn of Man sped to the top of the Steam charts last month with its compelling style of simulation and city building. We got with Martiño Figueroa of developer Madruga Works to find out more about the game's development and design.
Design, Production, Console/PC, Indie

Boldly she rode: How Heaven's Vault reinvents adventure games  
by Katherine Cross [04.22.19]
"Inkle has done something radically original here, a breath of fresh air in a game industry all but stultified by unimaginative impersonations and safe bets," says Gamasutra columnist Katherine Cross on Heaven's Vault.
Design, Indie

Take me to the hole: Loss and triumph in Astroneer  
by Katherine Cross [04.19.19]
It wasn't until columnist Katherine Cross fell into a hole that she truly understood the genius of Astroneer.
Design, Console/PC, Indie

Lights in the dark: How Ashen's design sets it apart from other 'Soulslikes'  
by Cian Maher [04.18.19]
Creative director Derek Bradley opens up about the design of A44's remarkable Soulslike Ashen, and discusses how subtle art and design choices set it apart from the bleak worlds of From Software.
Design, Console/PC, Indie, Social/Online, Video

How Inkle developed its own ancient language for Heaven's Vault 2
by Jessica Famularo [04.17.19]
Enjoy this unique behind-the-scenes look at how inkle developed a whole ancient language (the 'Guitar Hero of linguistics') to be deciphered by players in the studio's new game Heaven's Vault.
Design, Indie, Video

Don't Miss: Maintaining tension in Nex Machina 1
by Staff [04.22.19]
"We needed to cut as much of excess fat as possible and figure out what was really necessary to get the feeling you are on the "knife's edge"." - Henri Mustonen, Senior Level Designer at Housemarque.
Design, Programming, Production, Console/PC, Indie

Video Game Deep Cuts: The Panzer At Heaven's Vault  
by Gamasutra Staff [04.21.19]
This week's roundup includes a Panzer Dragoon series classic postmortem, impressions of the eagerly awaited Heaven's Vault, as well as secret MMO servers, homebrew Game Boy Games & the return of D&D.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Don't Miss: Making debugging into a mechanic in Beglitched 1
by Staff [04.19.19]
"While debugging is considered to be one of the more odious aspects of programming, I felt that under the right circumstances, it could actually be exhilarating," says AP Thompson, designer of Beglitched.
Design, Console/PC, Indie



Postmortem: Skirmish Line 1
by Tony Hua [04.21.19]
Roughly 3 years in the making, Skirmish Line was a first project, indie "success" story. Here's what I've learned making my first game, and how new and old indies can get some pointers for their own projects.
Audio Business/Marketing Design Programming Production Art Console/PC Indie

Video Game Deep Cuts: The Panzer At Heaven's Vault  
by Simon Carless [04.21.19]
This week's roundup includes a classic postmortem of Sega's seminal Panzer Dragoon series, impressions of the eagerly awaited Heaven's Vault, as well as secret MMO servers, homebrew Game Boy Games, the return of D&D, and much more besides.
Audio Smartphone/Tablet Social/Online Indie Console/PC Art Production Programming Design Business/Marketing VR

How to publish mobile game, and avoid making my mistakes  
by Eugene Litvynov [04.19.19]
Hey game devs, I would like to share my story of a game launch. I would like to tell about traps, lie in wait for indie-developer while he works with publisher.
Business/Marketing Production Indie Smartphone/Tablet

The Morality of Anti-Heroes in Video Games: Why it's Fun to be the 'Bad Guy'  
by Katrina Filippidis [04.19.19]
Video game heroes are bastions of virtue admired by players far and wide - but what about villains? Why are some of us drawn to nefarious characters, and what does that say about us?
Design Indie

How to Make Catchy Collectibles  
by Josh Bycer [04.19.19]
Collectibles have been a longstanding way of keeping players distracted, and I'm going to go over some of the important points when it comes to making them an effective time killer.
Design Console/PC Indie


Insomniac Games — Burbank, California, United States
[04.18.19]
Associate Outsourcing Artist
Insomniac Games - Associate Outsourcing Artist

tinyBuild LLC — Bellevue, Washington, United States
[04.17.19]
Game Producer
Game Producer in tinyBuild's publishing division in Downtown Bellevue

Frictional Games — Malmö, Sweden
[04.04.19]
Audio Lead / Sound Designer


The Behemoth — San Diego, California, United States
[03.27.19]
Marketing Strategist
Marketing Coordinator