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November 25, 2015
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November 25, 2015
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Updates » Indie
How to save money as an indie exhibitor 2
by Gamasutra Community [10.16.15]
"Taking everything into consideration, I think that while our cost-saving measures added a bit of inconvenience to the trip, it was worth the extra effort to save the fairly significant portion of our budget."
Indie, Business/Marketing

Don't Miss: Cheating vs. exploiting in game design 16
by Gamasutra Community [10.16.15]
"Cheating vs. exploits can be confusing," opens this classic design blog post. "The cheating that happened in Destiny raised a debate about whether or not the player base should be punished."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Blog: Pain, fatherhood, and game design 9
by Gamasutra Community [10.16.15]
"A quest to save your childís life is a quest motivation I find deeply compelling. It is the desire of every parent I see in neonatal. Art is a portal to experiences we may not have in real life."
Indie, Design

How Manifold Garden makes reality fold back on itself  
by Phill Cameron [10.16.15]
William Chyr explains why he went from creating massive balloon sculptures in art galleries to designing infinite virtual structures in his game Manifold Garden.
Console/PC, Indie, Art, Design, Production

Striving to make the right game for the right audience 2
by Gamasutra Community [10.16.15]
The story of an indie dev pushing hard to find the right project on the right platform at the right time -- and ending up with a great-looking game and a lot of questions about its viability.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

The intellectual value of design 10
by Gamasutra Community [10.16.15]
"The notion that design is intellectually relevant is uncontroversial. ... But outside the industry, I donít think that games are really understood as designed objects."
Indie, Design

Game Design Deep Dive: Controlling space and sound in Panoramical 1
by Fernando Ramallo, David Kanaga [10.16.15]
Panoramical developers Fernando Ramallo and David Kanaga take a deep dive into a simple question: How do you design and tune player input for a game that's also a music visualizer?
Console/PC, Indie, Programming, Audio, Design, Video, Deep Dive

Developing for the Apple II: Infinity is more than ten, right? 15
by Gamasutra Community [10.16.15]
Apple II arcade-style game Dino Eggs tried to edge out the competition by having a huge number of levels -- and here, dev David H. Schroeder recalls what that took in the 1980s.
Console/PC, Indie, Programming, Design

Marmalade adds 2D Kit and 3D Kit to its toolset  
by Christian Nutt [10.15.15]
The Marmalade toolkit expands to encompass two new, distinct sets of tools to ease creation of both 2D and 3D games.
Console/PC, Smartphone/Tablet, Indie, Programming

Video: Designing games about tricky emotions like longing, or love  
by Staff [10.15.15]
Funomena's Robin Hunicke takes the stage at GDC 2014 Indie Soapbox and encourages developers to make games about tricky emotions and feelings like longing, affection, intimacy and love.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

3 things marketing my indie game taught me 3
by Gamasutra Community [10.15.15]
"Visuals, aesthetics, and outside appeal are what sell products and lead to downloads of your indie game. Players will judge your book by its cover. So make the cover gorgeous."
Indie, Business/Marketing

Don't Miss: Designing people-programming puzzler Human Resource Machine 1
by Alex Wawro [10.15.15]
Why is assembly language so appealing to puzzle game makers? Gamasutra speaks to World Of Goo dev Kyle Gabler about designing Tomorrow Corp.'s thinly-veiled programming puzzler Human Resource Machine.
Indie, Design

Considerations before you launch your game 8
by Gamasutra Community [10.15.15]
"A high-level overview of the areas outside of 'make a great game!' Not all of these may apply to your individual title, but it's worth the exercise of considering each high-level area and its implications for your game."
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

5 game design lessons from Tokyo Game Show 7
by Gamasutra Community [10.15.15]
"I got to have a lot of conversations, some short, some long, with Japanese developers who wandered by to play the game. Here are 5 takeaways, either on game design, or being a game designer, that I gleaned."
Console/PC, Indie, Design

Destruction and growth in gameplay: Creating Mushroom 11 1
by Lena LeRay [10.15.15]
"Mushroom 11 is a game about destruction and growth," is how developer Itay Keren describes his game. "You are an amorphous organism, and the only way you move is by destroying your own cells."
Indie, Programming, Design, Production, Video

Constructive retreat: Learning when to quit 2
by Gamasutra Community [10.15.15]
"I can tell you first hand that just because I was able to quit when it was still relatively early I can now work on a project I am fully committed on without any doubts."
Indie, Production

'A brawl and a race': Designing for the long game in Subterfuge 3
by Chris Priestman [10.15.15]
Subterfuge's debt to Neptune's Pride is clear, but design decisions related to interface, scope, communications, and chronology ensure that it's deeply engaging, but less demanding.
Console/PC, Smartphone/Tablet, Indie, Design, Video

The Ship publisher expands into film production  
by Alex Wawro [10.14.15]
Scottish indie studio and publisher Blazing Griffin is expanding beyond games this week by forming two new divisions dedicated to film development and post-production work.
Indie, Business/Marketing

Q&A: Orchestrating nine-player co-op chaos in A Fistful of Gun  
by Konstantinos Dimopoulos [10.14.15]
'If you want something with traditional controls or you hate arcade coin-chewers, it's probably not gonna be your thing,' says Paul 'Farmergnome' Hart. 'And I am okay with that.'
Console/PC, Indie, Art, Design, Video

6 events in 6 months: A postmortem of showing my game 3
by Gamasutra Community [10.14.15]
"Over the course of the last 6 months, I've had the opportunity to show off my current game at 6 events in 4 different countries. This included 3 consumer events, a developer conference, and 2 pitching events."
Console/PC, Indie, Business/Marketing