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April 23, 2014
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Posted by Jeremiah Alexander on 04/22/14 02:35:00 pm in Design, Production, Indie, Smartphone/Tablet
Minesweeper is a classic! Most people would agree with this statement... most! For some people however, Minesweeper simply sucks! Our soon to be released game, Grave Matters, is based on Minesweeper and this is how we are trying to make it better.

Posted by Yuri Kravchik on 04/22/14 07:38:00 am in
Experimental, 6DOF inputting system, extremely useful for geometry editing.

A small update of what I'm currently working on: the GUI for Emancipation.

The time of conversion is a critical point for F2P Games with multiple currencies. The game need to get the player used to spending the provided Gems and Diamonds. But some games push a bit too hard. AppCrimes looks into games forcing the hard currency.

Posted by Manuel Correia on 04/22/14 04:59:00 am in Business/Marketing, Design, Art, Indie
Marketing on a 0$ budget, and how my game got to the other side of the world!

Posted by Isla Schanuel on 04/21/14 10:47:00 am in Design, Production, Indie
Indie devs face obvious constraints when it comes to user testing, but doing so is still a critical part of development. This article addresses how to design user-experiments when working on a budget, and the options available when resources are limited.

California game lawyer Zachary Strebeck presents the first in a three-part series on registering copyrights. This part examines what can and cannot be copyrighted, and who holds the copyright on a creation.

Posted by Thibaud de Souza on 04/21/14 09:16:00 am in Design, Programming, Indie, Smartphone/Tablet
Anime 3D SFX's third game, Darwin's Nightmare, harnesses the power of evolution to generate a wide variety of evolving, mutating foes.

In the second of this three-part series, Andrew Pedersen, Senior Vice President and Chief Studio Officer of GSN Games, recommends how to organize internal hackathons.

Posted by Fabian Smith on 04/21/14 06:04:00 am in Design, Art, Indie
[Creating a minimal yet modern and fresh looking iOS game isn't as simple as it looks, and in this postmortem, Fabian Smith tries to illustrate some steps that were taken during developing the distinct look of 15 Coins]