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May 20, 2022
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Creating a visual language that makes sense of the madness in Call of the Sea  
by Joel Couture [07.09.21]
"...we conceived the visual style as a key element to translate the emotions and feelings Norah is having on the Island. It reflects her admiration, fascination, and the discovery she is going through."
Video, IGF

The relaxing, open-world puzzle design of A Monster's Expedition  
by Joel Couture [07.08.21]
"The way that the music is calming, and even quiets down as you pause to think about a tricky puzzle, really lends itself to a sort of “puzzle-solving meditation” style of play..."
Console/PC, Indie, Video, IGF

Using mundane objects to evoke heartfelt memories in Some Old Stuff  
by Joel Couture [07.07.21]
"When you find an object you have not seen for a long time, you start to figure out why you had that object. That moment felt very human to me."
Video, IGF

Q&A: Developing the visually striking Death Trash  
by John Harris [07.07.21]
"There’s depth in the Death Trash world," says creator Stephan Hövelbrinks. "It's just consumed in a different way."
Console/PC, Indie, Art, Design, Production, Video

Exploring the subliminal spaces between strobing lights in Gaël Bourhis' Kristallijn  
by Joel Couture [07.06.21]
The developer of Kristallijn share what interested them in exploring the space between the blinks of a strobe light, and what questions the game aims to ask as players see what lies in the moments of darkness.
Console/PC, Indie, Video, IGF

Video: Creating branching narrative for location-based AR games.  
by Staff [07.06.21]
In this 2019 GDC talk, Playlines' Robert Morgan breaks down the challenges of designing branching digital narratives for real spaces and real players.
Design, Video

Nintendo (finally) debuts upgraded Switch OLED Model, due this year 1
by Kris Graft, Alissa McAloon [07.06.21]
Nintendo today (finally) officially revealed the next hardware iteration of its highly successful Switch.
Console/PC, Business/Marketing, Video

Sponsored Content
As demand rises, Autodesk looks to the next decade of game development  
by Staff [07.05.21]
Sponsored: Video games continue to become more and more complex, and developers need to know that the tools they use are up to the challenge.
VR, Console/PC, Smartphone/Tablet, Indie, Art, Video, Sponsored Article, Video Q&A

Using audio to emphasise the positive power of 'NO!' in Studio Fizbin's Say No! More  
by Joel Couture [07.02.21]
"When we spoke to the people who played the prototype, we didnÂ’t talk about our game, but more about our personal relationship with the word 'No' and how hard it is for us to say it."
Video, IGF

Finding hope in the maniacal absurdity of The Game Band's Blaseball  
by Joel Couture [07.01.21]
"Blaseball emulates the brokenness of systems that we see around us; the absurdity lets us step back from it, laugh, and maybe learn a little bit."
Video, IGF

Playing with expectation to create tension in Local Space Survey Corps, LLC's Vessels  
by Joel Couture [06.30.21]
Vessels is a game of ever-shifting identities and pretending to be who you need to be to stay alive, doing anything you can to get out of being dumped into space.
Video, IGF

Creating Blind Drive, an audio sensory driving game experienced through sound 1
by Joel Couture [06.29.21]
"Another major draw for us was the ability of sound to create a deep sense of immersion quite different from what is possible with graphics," say the developers of Blind Drive.
Video, IGF

Creating conversations from card game mechanics in Signs of the Sojourner  
by Joel Couture [06.28.21]
"Our hope is that while playing, folks will consider who they want to build relationships with, and how, and why, rather than the equivalent of blasting through every branch in a dialogue tree."
Indie, Art, Design, Video, IGF

Inside the thoughtful design of Thunder Lotus' Spiritfarer  
by Joel Couture [06.25.21]
"...we, as a team, engaged in deep introspection, thinking about the people around us who had an impact in our lives and who had passed away." said the Creative Director of Spiritfarer.
Indie, Video, IGF

Bending genres and breaking rules in There Is No Game: Wrong Dimension  
by Joel Couture [06.24.21]
"What can you do if you don't control the characters? It's like looking at a painting and instead of giving us brushes, we are asked to play with the frame." says the developer of There Is No Game: Wrong Dimension.
Indie, Video, IGF

From action-packed Furi to relaxing romance Haven: A Q&A with The Game Bakers  
by Joel Couture [06.21.21]
"The problem with love is that it's hard to translate into game mechanics...I wanted to feel that relationship throughout the gameplay," says Emeric Thoa, creative director of Haven.
Video, IGF

Using natural symphonies to create human connections in Sunlight  
by Joel Couture [06.18.21]
"We wanted the forest to represent humanity itself speaking as one, which we feel needs voices and actors from all over the world," say the creators of the Excellence in Audio-nominated Sunlight.
Video, IGF

Crafting the life-altering, divergent narrative of Across the Grooves  
by Joel Couture [06.17.21]
"...instead of a “blank state” character which is the preferred option for a lot of games, I like to create fully-formed characters, and let the players guide them through life-altering experiences," says Geoffroy Vincens, writer of Across the Grooves.
Indie, Audio, Design, Video, IGF

Recreating the marvelous mundanities of commercial flight in Airplane Mode  
by Joel Couture [06.16.21]
"We wanted to simulate the familiar space of a commercial airliner, to create a genuine experience players can reflect on," says Hosni Auji, Lead Designer for Airplane Mode.
Video, IGF

Using interactive audio to create an ethereal vanishing act in Hadr  
by Joel Couture [06.15.21]
"When mixing live music or any sort of performance, you have to react in an instant to whatever is happening on stage, and I wanted to use these skills," said Dominik Kone?nĂ˝, creator of Hadr.
Video, IGF