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April 18, 2014
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April 18, 2014
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Updates » Indie
This Week in Video Game Criticism: Discussion from a Critical Proximity  
by Cameron Kunzelman [03.17.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Cameron Kunzelman on topics including the first ever Critical Proximity conference and a chat on Titanfall.
Console/PC, Indie, Design

Durations: Designing games that can last longer than a lifetime  
by Gamasutra Community [03.17.14]
With One Second Typing Tutor and One Millenium Avant-Garde Band, Pippin Barr's Durations contains 10 games, and one you can't possibly hope to complete in a lifetime.
Console/PC, Indie, Design

Castlevania maestro Koji Igarashi strikes out on his own 10
by Christian Nutt [03.17.14]
The developer most closely associated with the "metroidvania" genre has left Konami to found his own independent studio.
Console/PC, Indie, Business/Marketing, GDC

Blog: Lessons learned from our Kickstarter failure 9
by Gamasutra Community [03.17.14]
From the video to the rewards and even the copy written for the campaign, this detailed blog post breaks down why Algo-Bot failed to get close to its goal despite the game's inherent appeal.
Console/PC, Indie, Business/Marketing

Q&A: Why Vlambeer returned to its roots with Luftrausers Exclusive  
by Kris Ligman [03.17.14]
Gamasutra catches up with Vlambeer's Rami Ismail to chat Luftrausers, a remake of the team's 2011 game jam experiment which Ismail considers the pinnacle of the studio's essential style.
Console/PC, Indie, Art, Audio, Design, Exclusive, Video

Searching...: Train Jam Day 2 2
by Kris Graft [03.15.14]
Editor-in-Chief Kris Graft continues to ride the rails for the inaugural Train Jam, taking place between Chicago, Illinois and Emeryville, California.
Indie

Road to the IGF: Michael Brough's Corrypt Exclusive 1
by Alex Wawro [03.14.14]
Designer/artist Michael Brough explains the design process of his Sokoban-esque Corrypt and the value he found in building a game about "making a right mess of the world so that a number can go up."
Console/PC, Smartphone/Tablet, Indie, Design, Exclusive, Video, IGF

PayPal updates its policies on crowdfunding  
by Christian Nutt [03.14.14]
After holding back funds to some notable campaigns, including those for games Yatagarasu, Skullgirls, and Dreamfall Chapters, the company updates its policies.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Level Design In A Day bootcamp returns to GDC 2014  
by GDC Staff [03.14.14]
GDC 2014 staff highlight one of many bootcamps and tutorials happening during next week's conference, featuring speakers from Bethesda, Naughty Dog and Epic Games.
Console/PC, Indie, Design, GDC

No Service: Train Jam Day 1 4
by Kris Graft [03.14.14]
Gamasutra editor-in-chief Kris Graft is taking the Train Jam to GDC, and here he writes about Day 1 of the mobile game jam that's making its way across the U.S. right now.
Console/PC, Indie, Design, Production

Blog: Start before you have an idea 9
by Gamasutra Community [03.14.14]
No idea for a game? "This is a common source of paralysis that I hear pretty often from people trying to get started. Let's look at some ways of bypass these barriers and get back to game making."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production

Road to the Student IGF: Hafiz Azman on Rhythm Doctor Exclusive 1
by John Polson [03.14.14]
Street dance, the human heart, music composition, and polyrhythms all influence this Rhythm Heaven-like, one-button beat keeper, made by two University of Cambridge students during their vacations.
Console/PC, Indie, Design, Exclusive, Video, IGF

Making a game to fight cancer - Play to Cure: Genes in Space 1
by Christian Nutt [03.14.14]
Developer Guerilla Tea explains the ups and downs of creating a mobile game that sifts through raw data to help cancer researchers find a cure.
Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

GDC 2014: Our lecture recommendations for press  
by Simon Carless [03.14.14]
"Both for the benefit of press that might not have spotted them yet, and for those people who want to see some of the 'newsier' (and some of the worthwhile and less news-y) talks at the show."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Postmortem of a PR disaster 5
by Gamasutra Community [03.14.14]
The short and long-term consequences of making a major mistake in community management: What happens when you put your game on sale in a bundle and alienate supporters?
Console/PC, Indie, Business/Marketing

Road to the IGF: Tale of Tales' Luxuria Superbia Exclusive  
by Christian Nutt [03.14.14]
Tale of Tales spreads sex and joy with its Nuovo Award nominee Luxuria Superbia, and Gamasutra speaks to the creative duo to find out more about the thinking behind it.
Console/PC, Smartphone/Tablet, Indie, Design, Exclusive, Video, IGF

Mark Cerny and Mike Capps kick off GDC 2014 next week  
by GDC Staff [03.14.14]
Check out a few select GDC 2014 talks that exemplify the breadth and depth of the conference programming, especially the Main Conference show opener: a Flash Forward session headlined by Mark Cerny and Mike Capps.
Console/PC, Indie, Design, Production, GDC

Blog: The next phase of indie game development will be powered by collaboration 5
by Gamasutra Community [03.14.14]
"All this means is that more developers, instead of toiling in seclusion, will join their efforts with others with similar goals in order to make, market, and sell games."
Indie, Production, Business/Marketing

For Gone Home's designer, 'what is a game?' is a question worth exploring Exclusive 94
by Kris Graft [03.14.14]
Steve Gaynor knew his debut title, Gone Home, wouldn’t appeal to everyone. What he didn't know was how it would become so ingrained in the discussion of what a video game actually is.
Console/PC, Indie, Design, Exclusive, GDC

Road to the Student IGF: John Gottschalk on Westerado  
by John Polson [03.13.14]
While still in school these students convinced Adult Swim Games to host their game, a Legend of Zelda meets Cowboyana Western adventure which emphasizes player agency and "gun-versations."
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Video, IGF