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July 19, 2019
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Updates » Indie
Video: A Dream Daddy dev's survival guide for terminally online indies  
by Staff [05.29.19]
At GDC 2019 indie dev Leighton Gray talks about how to weather success (and failure) by cultivating a healthier relationship with the internet, based on her experience releasing Dream Daddy.
Indie, Business/Marketing, Video, Vault

Don't Miss: How Digital Sun funded and launched Moonlighter  
by Staff [05.29.19]
Javier Gimenez, CEO of Moonlighter dev Digital Sun, speaks to Gamasutra about how the studio funded and launched its first original game after years of being a contractor for other companies.
Indie, Design

Innovators, apply now for affordable access to XRDC via the new Startup Pass!  
by Staff [05.29.19]
Now that registration is open for XRDC, the premier event for AR/VR/MR devs and creators, make sure you take a look at the all-new Startup Pass to see if it's the right fit for you and your team!
VR, Indie, XRDC

Opinion: How Draugen lets down its characters  
by Katherine Cross [05.28.19]
'At its best, this is a story that mints beautiful phrases in a heroically gorgeous setting,' opines writer Katherine Cross. 'But in the end Draugen shyly reaches for something well beyond its grasp.'
Indie, Design

Get a job: Roundabout dev No Goblin is hiring a remote Gameplay Programmer  
by Staff [05.28.19]
No Goblin is looking for a self-starter who loves making fun gameplay systems in C++ while also keeping an eye out for great overall system and code architecture.
Indie, Programming, Recruitment

Video: The grind behind Boyfriend Dungeon's $272K funding success  
by Staff [05.28.19]
In this 2019 GDC talk, Kitfox Games' Victoria Tran  lifts the veil on the numbers and technical aspects behind the indie discoverability grind that drove Boyfriend Dungeon to Kickstarter success. 
Indie, Business/Marketing, Video, Vault

Blending Zelda with pinball mechanics in Creature in the Well  
by Steven T. Wright [05.28.19]
Creature in the Well hearkens back to the simple joy of controlling a ball as it caroms around a room, layering a top-down Zelda-like hack-and-slash schema onto one of the medium's most fundamental forms of play.
Console/PC, Indie, Design

Video Game Deep Cuts: Observing A Playdate With Some Cool Ghosts  
by Gamasutra Staff [05.24.19]
This week's roundup includes a look at AI thriller Observation, the unique new Panic handheld Playdate, and subjects including eSport shadiness, Oculus Quest, and Pathologic 2.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie

Video: Cultivating and caring for great AI behavior trees  
by Staff [05.23.19]
In this 2017 GDC talk, Bobby Anguelov, Mika Vehkala, and Ben Weber outline core principles to get the most out of your behavior trees while avoiding common issues!
Console/PC, Indie, Programming, Design, Video, Vault

Don't Miss: The blessing and the curse of early buzz for Rime 5
by Staff [05.23.19]
"People compared it to Wind Waker and ICO. This is a small indie title made by 18 people. When you're compared to blockbuster masterpieces, you consider what you did wrong in terms of expectations.
Console/PC, Indie, Design

Dead Cells has surpassed 2 million copies sold  
by Alissa McAloon [05.23.19]
Motion Twin's Dead Cells has officially sold over 2 million copies, an achievement that comes under a year since the game left early access and ahead of its planned launches on iOS and Android.
Console/PC, Indie

Game Design Deep Dive: Re-imagining the double-jump in The Messenger  
by Thierry Boulanger [05.23.19]
Thierry Boulanger at Quebec-based studio Sabotage goes in-depth on the design of the "Cloudstep" -- the core gameplay mechanic of standout platformer, The Messenger.
Indie, Design, Deep Dive

Video: The care and feeding of live narrative game Fallen London  
by Staff [05.22.19]
In this 2019 GDC session, Failbetter Games' Olivia Wood looks at the difficulties of maintaining a live narrative game like Fallen London and how Failbetter has adapted to surmount them.
Social/Online, Indie, Design, Production, Video, Vault

Making the player the AI in outer space thriller Observation  
by Diego Arguello [05.22.19]
With a not-so-subtle nod to the sci-fi masterpiece 2001: A Space Odyssey, NoCode this week embarked on its latest adventure with the launch of the brilliant horror game, Observation. We speak with creative director Jon McKellan.
Indie, Design, Video

Video: Slime Rancher dev's guide to making games that stand out and survive 1
by Staff [05.21.19]
In this 2019 GDC talk, Monomi Park (Slime Rancher) founder Nick Popovich explains how you can make your game stand out and survive amongst the thousands of games released every year.
Indie, Design, Production, Business/Marketing, Video, Vault

Video: Designing Path of Exile to be played forever  
by Staff [05.20.19]
In this GDC 2019 talk, Grinding Gears' Chris Wilson explains how Path of Exile is designed to retain and grow its community for the very long term.
Social/Online, Indie, Design, Production, Video, Vault

Video Game Deep Cuts: A Plague (Tale) On Minecraft Earth  
by Gamasutra Staff [05.17.19]
This week's roundup includes pieces on AR game Minecraft Earth action adventure A Plague Tale: Innocence, plus Rage 2, strategy guides, and the intrigue behind Ingress.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

'Herd' is the word: Developing the Pikmin-inspired The Wild at Heart  
by Aron Garst [05.17.19]
Gamasutra speaks with Moonlight Kids, who aim to expand on the ideas of Nintendo's Pikmin and add their own twist to "herd-like" game design.
Console/PC, Indie, Design

Video: How RimWorld found success through ridiculous, contrarian design 1
by Staff [05.16.19]
In this 2017 GDC session RimWorld creator Tynan Sylvester looks at how it was designed not as a game, but as a story generator, and how its crazy, ridiculous design found surprising success.
Indie, Design, Production, Video, Vault

Don't Miss: Effectively marketing Chasm in a crowded Metroidvania market  
by Staff [05.16.19]
Dan Adelman reveals how he and the Chasm devs found success in developing and carefully marketing the Kickstarted side-scrolling RPG, which after six years launched into a sea of competition.
Indie, Business/Marketing