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March 5, 2015
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Updates » Indie
Steam Inventory: Now your game can offer persistent, tradable items to players 4
by Christian Nutt [02.09.15]
Valve's increasing feature-set for virtual itemization for third-party Steam developers expands with the Steam Inventory Service beta, which can power that functionality in your game.
Console/PC, Indie, Design, Production, Business/Marketing

Call for blogs: Nordic Game Jam participants, let's hear from you!  
by Christian Nutt [02.09.15]
Another successful game jam means another opportunity to write about your experiences and share them with your peers -- and hopefully enrich the jamming culture and their skillsets with your expertise.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production

This Week in Video Game Criticism: What Would Sauron Play?  
by Kris Ligman [02.09.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the real definition of ludonarrative dissonance to the Lord of the Rings game Sauron would play.
Console/PC, Indie, Design

Video: Is it worth it to localize your indie game?  
by Staff [02.09.15]
Speaking at GDC 2014, an indie developer and a game localizer team up to break down some key localization points indies should know, like: how much does it cost? Is it worth it? How do you do it?
Indie, Production, Video, Vault

Don't Miss: Behind the Kickstarter success of Darkest Dungeon 10
by Gamasutra Community [02.09.15]
$75,000 goal, but $250,000 raised -- how did Darkest Dungeon do so well? Tyler Sigman explains, and shares the stats, in this blog post.
Console/PC, Indie, Business/Marketing

Going full-in on 4X strategy as an indie dev 3
by Gamasutra Community [02.09.15]
An ex-Paradox developer branches out on his own, to fulfill a dream: "Overreaching and trying to do too much is one of the easiest traps to fall into as a game developer, so we were very ruthless in our design."
Indie, Design, Production, Business/Marketing

Why is Tetris a mathematically perfect game that requires no tutorial? 15
by Gamasutra Community [02.09.15]
"Tetris is tremendously simple and intuitive. Design this simple speaks directly to our spatial reasoning and connects us to the gameplay instinctively. "
Console/PC, Indie, Design

See how the striking art of Aztez was crafted at GDC 2015  
by Staff [02.09.15]
At GDC 2015 next month, Aztez core artist and combat designer Ben Ruiz will share an in-depth look at the art production of the highly-stylized (and remarkably robust) action game.
Indie, Art, GDC

Tips and plans from four devs who jammed real hard at the Global Game Jam  
by Gamasutra Community [02.09.15]
"All these goals make us think of the game jam submission as more of a prototype than an alpha build. This approach will allow us to remain flexible and innovative, rather than trapped in what we made in 48 hours."
Indie, Production

Road to the IGF: Vectorpark's Metamorphabet 1
by Phill Cameron [02.09.15]
We talk to Patrick Smith of Vectorpark as part of our Road to the IGF series, discussing Metamorphabet, which is nominated for Excellence in Visual Art and the Seumas McNally Grand Prize.
Console/PC, Indie, IGF

Wearing many hats: The (non-dev) roles of an indie dev 5
by Gamasutra Community [02.09.15]
"It's commonly mentioned that becoming an indie developer means 'wearing many hats,' however it's not often mentioned just how much of your time can potentially get taken up by all the 'side-jobs.'"
Indie, Business/Marketing

'What's your best tip/advice for getting your game noticed?' 8
by Christian Nutt [02.06.15]
Getting noticed in today's crowded game landscape is increasingly a worry for independent developers. How do you stand out? We ask our readers.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

How the foraging habits of spider monkeys informed our game design 6
by Gamasutra Community [02.06.15]
"The cause of exploration-boredom was how the player got to move through the space, not what was in that space... in the process found something interesting: the answer could be found in studies of Spider Monkeys."
Console/PC, Smartphone/Tablet, Indie, Design

Road to the IGF: Mario von Rickenbach's Plug and Play  
by Phill Cameron [02.06.15]
We catch up with Mario von Rickenbach and Michael Frei to talk about Plug & Play, their unashamedly surrealist interactive animation, nominated for a Nuovo award in this year's IGF.
Console/PC, Indie, Design, IGF

Video: Back to the future of QA in game development  
by Staff [02.06.15]
QA experts from Blizzard, Riot, Microsoft, Sony and more share lessons learned and offer advice on doing QA on everything from eSports to Early Access games at GDC 2014.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video, Vault

Don't Miss: A beginner's guide to networking at GDC 1
by Gamasutra Community [02.06.15]
A big reason you go to GDC is to meet people, but how do you actually meet people? Past attendee Stephen Froeber shares the tips he's gleaned.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Lessons from learning Git during Global Game Jam  
by Gamasutra Community [02.06.15]
A whirlwind tour of Git boiled down into useful lessons. "And through this trial by fire of learning the lessons, I feel comfortable enough to start using Git as a source control for my future projects."
Console/PC, Indie, Programming, Production

The aesthetic flaws of games 5
by Gamasutra Community [02.06.15]
"Movies, books, and other narrative artworks have a well-established critical lexicon. But what are the ways a game can manifest aesthetic flaws, and how does this relate to classical art forms?"
Console/PC, Indie, Design

How Home Improvisation got 100k YouTube views in a week  
by Gamasutra Community [02.06.15]
"It is a game about cooperatively building crazy Swedish modular furniture without instructions. It has been played over 20,000 times. In a week, its trailer has been viewed over 100,000 times on YouTube."
Indie, Business/Marketing

Improving game localizations 4
by Gamasutra Community [02.06.15]
"Playing translated games, and translating them, also gave me some insight on the issues that arise when we try to adapt games to other languages. How about we start with the most common problem?"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production