Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 30, 2014
arrowPress Releases
September 30, 2014
PR Newswire
View All





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


Updates » Indie
Don't Miss: Gamasutra's new podcast, Talking Devs - Desert Golfing 1
by Staff [09.30.14]
This is the first in a new podcast series from Gamasutra, called Talking Devs. The pilot episodes sees Bennett Foddy and Douglas Wilson discussing Desert Golfing on mobile.
Smartphone/Tablet, Indie, Design

Find out how to make games for a YouTube audience, at GDC Next 2014  
by Staff [09.30.14]
GDC Next 2014 featuring ADC has two new talks to announce today: One about the keys to making a a game that goes viral; another about cross-platform games for the web and mobile.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Business/Marketing, GDC Next, GDC

Fire Hose Games' accelerator program aims to offer indies what they need  
by Christian Nutt [09.30.14]
Indie Megabooth co-founder Eitan Glinert has launched a program to help out small developers: an incubator, modeled after those in the tech world, and located at his Boston-based studio, Fire Hose Games.
Console/PC, Indie, Production, Business/Marketing

Has the new Steam clenched the holy grail of digital distribution? 5
by Gamasutra Community [09.30.14]
"I for one cautiously welcome our NewSteam overlords," writes Defender's Quest developer Lars Doucet, in this look at what the new Steam Discovery landscape has wrought.
Console/PC, Indie, Business/Marketing

52,000 buildings, 60 frames per second 2
by Gamasutra Community [09.30.14]
Solving the problem: "If you don't set hard coded limits, someone will play until they find another one -- memory, CPU, GPU, you name it."
Console/PC, Indie, Programming

Blog: What indie developers can learn from The Making of Karateka 1
by Gamasutra Community [09.30.14]
"The parallels in The Making Of Karateka to developing indie games today are uncanny. For me, reading it was an experience of universal truth, validation, and exhilaration at the unfolding story of struggle and success."
Console/PC, Indie, Design, Production

Blog: Learning games marketing from one of the greats 1
by Gamasutra Community [09.30.14]
"Donít bore your fans. Donít bore potential customers. Donít bore publishers. No one will be bored into buying your game, vision or company."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Beautifully economic art: How 80 Days did it 10
by Gamasutra Community [09.30.14]
How the 80 Days devs generated great-looking art on the cheap: "What art style can we use that's economical, practical, beautiful and expressive? From where can we draw inspiration?"
Console/PC, Smartphone/Tablet, Indie, Art, Production

Blog: How RPGs got me through my parents' divorce 4
by Gamasutra Community [09.29.14]
"At a time of life when my world was unravelling and shrinking, the game world provided a place of vast exploration."
Console/PC, Indie, Business/Marketing

Don't Miss: The very good reasons for Bennett Foddy's mad Speed Chess Exclusive 4
by Leigh Alexander [09.29.14]
"I hate chess," independent game developer Bennett Foddy tells Gamasutra. "It focuses heavily on three things I am bad at: thinking ahead, book learning, and waiting for a really long time."
Console/PC, Indie, Design, Exclusive

This Week in Video Game Criticism: Into the Loot Cave of Destiny  
by Zach Alexander [09.29.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Zach Alexander on topics ranging from the danger of stereotypes to the Loot Cave of Destiny.
Console/PC, Social/Online, Indie, Design

The designer's production guide 1
by Gamasutra Community [09.29.14]
How to remove "much of the risk of creating a monster concept that would, ultimately, eat your company, money, and team."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Production

A dev's view of the White House Game Jam  
by Gamasutra Community [09.29.14]
"By bringing together developers with a variety of roles and from a variety of places, the organizers have enlivened the conversation of what it means to make educational games."
Console/PC, Indie, Production

Nintendo's ex-indie head Dan Adelman reveals his next move 1
by Mike Rose [09.29.14]
Dan Adelman, formerly the guy behind Nintendo's connections with indie devs, has revealed that he's working on PlayStation-exclusive Axiom Verge.
Console/PC, Indie, Business/Marketing

Blog: No fun 24
by Gamasutra Community [09.29.14]
"As a player, I want games to engage my personality, not just my reflexes or wits. As a player, I want games to change me as any form of art does. As a player, I don't want to have fun every single time I play."
Console/PC, Smartphone/Tablet, Indie, Design

Devs share a little more data on Steam Discovery 3
by Christian Nutt [09.26.14]
Developers are beginning to share more data on the effects of the new Steam Discovery system, including its curation elements. What effect is it having on their visits?
Console/PC, Indie, Business/Marketing

Don't Miss: Tips for game artists, from Rockstar's former art director 4
by Kris Graft [09.26.14]
Ian Bowden is one of the most experienced artists in video game development, and his work is among the most influential. Here are some tips that helped him in the course of his career.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design

Blog: How to name a game in 5 steps 4
by Gamasutra Community [09.26.14]
"It took us almost 4 years to name our game. The process had me adding the US Patent and Trademark Search to my browser bar, and murmuring awful name ideas like 'Savant Horizon' in my sleep."
Console/PC, Indie, Business/Marketing

Are the new Steam Discovery tools having any effect on game sales? Exclusive 25
by Mike Rose [09.26.14]
Earlier this week, Valve made one of the biggest changes to its Steam platform ever, with game recommendations based on a variety of factors, including "Steam Curators."
Console/PC, Indie, Business/Marketing, Exclusive

Optimizing tower defense design for focus and thinking 7
by Gamasutra Community [09.26.14]
"We want to LET the player focus, freeing up as many mental resources as possible. This in turn lets us crank up the difficulty of the game's thinking-based challenges without overwhelming or stressing out the player."
Console/PC, Indie, Design