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October 20, 2014
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October 20, 2014
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Updates » Indie
Blog: We didn't make it to PAX, but we did showcase our game to fans - here's how  
by Gamasutra Community [09.12.14]
PAX didn't happen for the devs of Prismata, but they made it to a Canadian expo that same weekend. Here's a look at what they gained, what they lost, and what it cost them.
Console/PC, Indie, Business/Marketing

TIGA calls for $5 million game development fund in the UK  
by Mike Rose [09.12.14]
UK trade body TIGA has proposed that the British government set up a new Creative Content Fund for video games, investing £3 million ($4.9 million) in game developers each year.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Steamworld Dig, Stick It to the Man studios form publishing partnership  
by Mike Rose [09.12.14]
Steamworld Dig studio Image & Form and Stick It to The Man team Zoink today announced a joint partnership, through which Image & Form will essentially act as a publisher and PR firm for Zoink.
Console/PC, Indie, Business/Marketing

How a game tester adds value  
by Gamasutra Community [09.12.14]
"It seems like a waste not to use the fact that a tester spends so many hours playing a game, and not gather feedback from the tester with regards to these types of game design questions."
Console/PC, Smartphone/Tablet, Indie

Blog: From student to serious game developer 2
by Gamasutra Community [09.12.14]
"Since the DOE was looking for a recruitment game that could reach as many people as possible, I wanted us to explore an alternative to what serious games had done in the past. We decided to focus on inspiration over instruction."
Smartphone/Tablet, Indie, Serious

Using PAX as a test bed: How Spry Fox updated its demo builds daily 3
by Christian Nutt [09.11.14]
"PAX is one of the best opportunities we have each year to observe lots of 'real gamers' of all ages, sexes, etc, playing our games," says Spry Fox's David Edery.
Console/PC, Indie, Design, Production

Don't Miss: The dev who spent 13 years making his childhood game Exclusive 13
by Mike Rose [09.11.14]
When Adam Butcher was 14, he had a vision for a video game that he wanted to make. It was a little bulky in scope, sure, but it was the game he wanted to play, and he had the tools to make it.
Console/PC, Indie, Design, Business/Marketing, Exclusive

Drawing talent to your indie studio when salaries aren't an option 1
by Alex Wawro [09.11.14]
"When you can’t pay people up front, you need to be able to convince them that you’re a good bet," writes Guillaume Boucher-Vidal, founder of independent studio Nine Dots.
Indie, Business/Marketing

RPG design: Alternatives to magic points 65
by Gamasutra Community [09.11.14]
"I find many implementations pretty tedious (buying/using MP restorative items constantly, or saving all magic for the boss), but preferences aside, it's just plain boring when so many games do the same thing."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

The SETI Institute is running its own game jam next month 2
by Mike Rose [09.11.14]
The SETI Institute, a not-for-profit organization that searches for extraterrestrial intelligence, has today announced that it is looking to get game developers involved via a game jam.
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

Avoiding 'traps' in RPG game mechanic design 19
by Gamasutra Community [09.11.14]
How to avoid making "traps" -- defined as "a mechanic purposefully or accidentally designed to look beneficial to the player but doesn’t provide appropriate benefit."
Console/PC, Smartphone/Tablet, Indie, Design

Blog: Surveying game audio professionals - the results  
by Gamasutra Community [09.11.14]
"Compensation had two definite peaks, one at around $55,000 and one around $110,000. We believe this reflects the premium that top composers and sound designers with the right skills and knowledge can demand."
Console/PC, Smartphone/Tablet, Indie, Audio, Business/Marketing

Blog: Non-player-centric games 17
by Gamasutra Community [09.10.14]
"I believe we need more games that are environmental/world and plot driven -- games where the player character isn’t the hero, nor does the story or world bend for them or wait for them."
Console/PC, Indie, Design

Blog: Taking stock of Darknet, a VR work-in-progress  
by Gamasutra Community [09.10.14]
"Working alone is a sure way to lose perspective on your work, and I’ve been cloistered on Darknet for months. Over the past week, I was suddenly hit with an avalanche of external feedback."
Console/PC, Indie, Production, Business/Marketing

Stealth multiplayer game Monaco sells 1 million 1
by Mike Rose [09.10.14]
Monaco: What's Yours Is Mine, the stealth action game from Pocketwatch games that launched last year, has sold over 1 million copies.
Console/PC, Indie, Business/Marketing

Game Design Deep Dive: The digging mechanic in SteamWorld Dig Exclusive 2
by Olle Håkansson [09.10.14]
Image & Form released SteamWorld Dig in August 2013. Here, the team describes the process it went through in designing the main mechanic of the game, which (as you may have guessed) is the digging.
Console/PC, Indie, Design, Production, Exclusive, Deep Dive

Blog: An open letter to Microsoft about indie games 12
by Gamasutra Community [09.09.14]
"MS led the pack with bringing indies onto consoles in a big way with XBLIG. We’re just hoping that it can continue into the current generation a bit larger that it is so far."
Console/PC, Indie, Business/Marketing

GDC Next adds talks on Skulls of the Shogun and community design  
by Staff [09.09.14]
Skulls of the Shogun programming wizard Borut Pfeifer and veteran community manager Matt Fairchild join the speaker lineup at GDC Next 2014 featuring ADC this November.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC Next

It's in the eyes: Participating in an eye-tracking tech game jam 10
by Gamasutra Community [09.09.14]
The challenges and opportunities of trying to develop a game that uses eye-tracking tech as one of its control mechanics -- how to design for that, and how players interact with it.
Console/PC, Indie, Design, Production

Kickstarter numbers breakdown: One-developer studio edition 12
by Gamasutra Community [09.09.14]
"I ran a 30 day Kickstarter for my cyberpunk 2D shooter Contract Work; it finished just over it's goal of $5000 with 110 backers."
Console/PC, Indie, Business/Marketing