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May 20, 2013




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Updates » Indie
On video games and cultural relevancy... 35
by Kris Graft [04.12.13]
"We are in the midst of the most important and influential movement in video games in a decade, if not ever." - Adam Saltsman, developer behind Canabalt and Hundreds.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Can all games be judged the same way? 4
by Gamasutra Community [04.12.13]
Radiator developer Robert Yang responds to Koster's blog post, explaining why constructive criticism of games can easily misconstrued -- and is rightfully viewed as suspect by those who receive it.
Indie, Design

Exploring the debate around what is, or isn't, a game 46
by Gamasutra Community [04.12.13]
"It's hard to say with absolute certainty what constitutes a game, and we shouldn't be too anxious to go to war over it," writes academic and developer Devin Wilson.
Console/PC, Indie, Design

Playable: A look at how accomplished developers make games 1
by Mike Rose [04.12.13]
As part of a new indie game development initiative, a group of accomplished developers will create a series of experimental games aimed at showing exactly what goes into the development process.
Indie, Programming, Design, Production

Flush with capital, Stardock to set up multi-million dollar investment fund 9
by Kris Graft [04.11.13]
Thanks to a presumably massive haul from Stardock's sale of its Impulse digital distribution platform, the company said today it intends to start an investment fund for software and game developers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Putting the reward in 'risk vs. reward' 26
by Gamasutra Community [04.11.13]
A design debate: Should players be rewarded for playing on higher difficulties, or is the increased challenge itself the real reason to play?
Console/PC, Indie, Design

Player irrationality vs. game design 3
by Gamasutra Community [04.11.13]
We've observed that humans very often make irrational decisions. So how do you design a game, knowing that? Let's look at the research and find some answers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

What about love? Inside a game jam revolution Exclusive 5
by Leigh Alexander [04.10.13]
A recent community-led dating sim jam over social media yielded not only an explosion of touching, innovative and expressive experiences about love -- but possible lessons for the traditional community.
Indie, Design, Exclusive

How random loot drops really feel to players 16
by Gamasutra Community [04.10.13]
Building from his post about the emotional effect of random loot drops, Chris Grey looks at games like World of Warcraft and Ni no Kuni to see how their patterns affect players.
Console/PC, Indie, Programming, Design

HTML5 game development, from prototype to release 2
by Gamasutra Community [04.10.13]
A top-to-bottom look at the development of HTML5 puzzle game Animory, which takes in everything from prototyping to what platforms it was ultimately released for, and how.
Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

The 8 keys to indie success 35
by Gamasutra Community [04.10.13]
The ex-studio developer behind million-selling Xbox Indie Games success CastleMiner Z explains how the discipline of a professional should complement the freedom of an indie.
Indie, Production, Business/Marketing

GDC China 2013 announced for Sept 15-17th: call for talks now open  
by GDC Staff [04.10.13]
The call for submissions in Mandarin and English to present talks is now open for the 2013 Game Developers Conference China, which has moved up to September this year.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

The yin and yang of game design 6
by Gamasutra Community [04.10.13]
This blog post talks about the creative dualities of game design -- and explains how to marry your creative and analytical sides to come up with and execute on a concept you love.
Console/PC, Indie, Design

What I learned from Ludum Dare 4
by Gamasutra Community [04.10.13]
You can learn a lot very quickly by participating in a game jam, and in this blog post, Lena LeRay explains how far she came in one weekend.
Indie, Programming, Production

Sharing the GDC experience  
by Gamasutra Community [04.10.13]
DigiPen professor Neils Clark tries to give us a picture of his experience of GDC this year -- in a blog post formed from quotes and observations and experiences he had.
Console/PC, Indie, Design, Business/Marketing

Video: The ethics and psychology of the 'freemium' model 1
by GDC Vault Staff [04.09.13]
GDC 2013 played host to a live recording of the popular mobile developer podcast Walled Garden Weekly, with Touch Arcade's Eli Hodapp and Temple Run's Keith Shepherd debating the merits of freemium for mobile games.
Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Video

Making a game that can last forever 25
by Gamasutra Community [04.09.13]
"There are three things that make the infinite game possible," writes Anton Temba: "multiplayer, procedural random generation, and user content." This blog post explores the idea of using them.
Console/PC, Indie, Design

Game Developer magazine closing in July 2013 50
by Staff [04.09.13]
Gamasutra parent company UBM Tech is announcing that, as of July 2013, Game Developer magazine will stop printing its physical edition and transition to become a Gamasutra section - details within.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, GD Mag, Programming, Art, Audio, Design, Production, Business/Marketing

Flow and the player's journey 5
by Gamasutra Community [04.09.13]
The theory of flow has made its indelible mark on game design, but can be it married with other ways of looking at games? This blog marries it with the concept of player mastery.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Going Agile in 7 easy steps 23
by Gamasutra Community [04.09.13]
This guide takes you down the road to moving to Agile project management. While it might not get you fully there, it's a cheat sheet for what to expect when leaving waterfall behind.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production