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September 1, 2014
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Updates » Indie
This Week in Video Game Criticism: Do You Really Need Game Jams? 2
by Lana Polansky [08.04.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Lana Polansky on topics ranging from Destiny's one critical design flaw to a rejection of game jams.
Console/PC, Social/Online, Indie, Design, Production

Don't Miss: How Nintendo walled off its former indie exec 42
by Brandon Sheffield [08.04.14]
Senior contributor Brandon Sheffield got up-close and personal with Sony and Microsoft's indie guys -- but when it came to Nintendo, he hit a wall. He explores the issue in this editorial.
Console/PC, Indie, Business/Marketing

Blog: Variety is the spice of... game development 13
by Gamasutra Community [08.04.14]
"I felt stuck, like everyone I knew was moving on and progressing in their lives, and here I am working on this game that's never going to do anything for me."
Indie, Production

Flea sounds: Indie audio production on the cheap 1
by Gamasutra Community [08.04.14]
"Sound and music kinda arrived in the game together, and quite late in production, which also meant that they had a sense of consistency in their style. I thought I'd explore that in a little more detail."
Console/PC, Indie, Audio

Shifting from waterfall to agile indie development 3
by Gamasutra Community [08.04.14]
Remedying production processes that just don't work: "it systematically made it difficult for me to collaborate well. It also resulted in stunted flexibility."
Console/PC, Indie, Audio, Production

Critical questions for starting an indie game studio 4
by Gamasutra Community [08.04.14]
A list of questions that are "critical" to think about if you intend to start your own studio -- from an experienced developer and small-business owner who runs his own.
Indie, Business/Marketing

The challenge-free seascape of Simogo's The Sailor's Dream Exclusive 6
by Leigh Alexander [08.04.14]
Simogo is at it again, teasing a vivid, "challenge-free" seascape in The Sailor's Dream. Simon Flesser talks to Gamasutra about the game's inspirations, and the challenge of knowing what to show.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, Video

'Are you interested in making a VR game? Why?' 9
by Christian Nutt [08.01.14]
With Oculus Rift DK2 shipping now, Gamasutra asks its Twitter followers whether they're interested in developing VR experiences.
Console/PC, Indie, Production, Business/Marketing, VR

Video Postmortem: Chasing Aurora, an indie console launch title  
by Staff [08.01.14]
Broken Rules developers Felix Bohatsch and Martin Pichlmair speak at GDC Europe 2013 about the challenges they faced while developing a Wii U launch game: Chasing Aurora.
Console/PC, Social/Online, Indie, Production, Business/Marketing, Video, Vault

Game screenshots that sell on the Apple App Store 18
by Gamasutra Community [08.01.14]
"In short, that baby needs to be so good players will be attracted to it like flies are attracted to lights. That first image needs to convince them to tap on the game and find out more."
Smartphone/Tablet, Indie, Business/Marketing, Mobile Games

Correctly scaling objects in adventure and hidden object game art 1
by Gamasutra Community [08.01.14]
Making 2D scenes out of 3D objects can be trickier than it sounds, and this quick but practical guide gives advice on making sure that things look right when everything is done.
Console/PC, Smartphone/Tablet, Indie, Art

Moving from Oculus' DK1 to DK2: What to expect 12
by Gamasutra Community [08.01.14]
VR game developer Sergio Hidalgo has gotten his hands on the Oculus Rift DK2, and gives you a preview of what to expect when you get your kit -- and the upgrades you'll see over DK1.
Console/PC, Indie, Programming, Production

Crunching the numbers behind an indie game studio 11
by Christian Nutt [07.31.14]
"In three years, I personally went from having $20,000 in savings to $35,000 in debt." - Guillaume Boucher-Vidal, founder of independent studio Nine Dots
Console/PC, Indie, Business/Marketing

Rayman creator helps launch new studio -- while still at Ubisoft 2
by Alex Wawro [07.31.14]
Rayman and Beyond Good & Evil creator Michel Ancel is helping to launch Wild Sheep, a new French indie studio.
Console/PC, Indie, Production

Startup puts YouTubers at its center, and that changes everything 3
by Christian Nutt [07.31.14]
3BlackDot was co-founded by ex-Machinima staffers and two very popular YouTubers, Syndicate and SeaNanners. But with promotion at its heart, what's authentic and what's not?
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, YouTube

TV star's new superhero game takes cues from improv acting Exclusive 2
by Brandon Sheffield [07.31.14]
Heroes and Hawaii Five-0 actor Masi Oka has started an independent game company. We spoke with him about his new project, and how he was inspired to create it by teaching improv in Japan.
Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Exclusive

GDC 2015 announces call for papers, new advisory board members  
by GDC Staff [07.31.14]
GDC 2015 organizers have opened the Call for Papers, running until August 28th and added advisory board members Brenda Romero and Penka Kouneva.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

From the idea to the final product: Developing Toto Temple Deluxe  
by Gamasutra Community [07.31.14]
This blog post takes you through the design evolution of multiplayer indie game Toto Temple Deluxe -- walking you through the process of making an initial design compelling as a real game.
Console/PC, Indie, Design, Production

Early Access game Maia makes $1 million  
by Mike Rose [07.31.14]
Back in 2012, UK developer Simon Roth raised arond $237,000 through Kickstarter for his game Maia. Now the dev has made more than $1 million from the in-development game, and is opening a new studio.
Console/PC, Indie, Business/Marketing

The puzzle generation workflow in VR game Darknet 2
by Gamasutra Community [07.31.14]
"Every time the player goes through a level, theyíll have to complete at least a couple of puzzles to win. Thatís why itís so critical to make the puzzles unique and challenging."
Console/PC, Indie, Programming, Design