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January 30, 2015
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Updates » Indie
Finish your jam games!: A tip from the 2014 Game Career Guide  
by Staff [12.15.14]
In this edition, Frog Fractions developer Jim Crawford offers some advice for indies and student developers: finish your jam games!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Business/Marketing

Design rant: In-game logic 14
by Gamasutra Community [12.15.14]
When games don't make sense, and how to fix it: "The big problem with keeping your rules consistent is finding out if and where your rules conflict with one-another."
Console/PC, Indie, Design

What we use to make our 2D games 6
by Gamasutra Community [12.15.14]
"There are a ton of choices out there. My team and I always found it particularly helpful when other gaming companies revealed the development environment setup they found useful."
Console/PC, Indie, Programming, Art, Audio, Design, Production

Managing your indie team: Communication, conflict, and playtesting 2
by Gamasutra Community [12.15.14]
Katie Chironis tackles several more topics you'll encounter on the road to release when managing an indie team -- including how to smooth over communication, handle conflict, and get a morale boost.
Console/PC, Indie, Production

See how Double Fine animated Broken Age at GDC 2015  
by Staff [12.15.14]
In March, Double Fine lead animator Raymond Crook comes to GDC 2015 to explain how the studio animated its lush, vibrant adventure game Broken Age.
Indie, Art, GDC

Historical equipment - From reality to game 3
by Gamasutra Community [12.15.14]
A modeler takes us from photographs of real-life equipment through modeling, texturing, mapping, and the final in-game result.
Console/PC, Indie, Art

The 5 trends that defined the game industry in 2014 19
by Kris Graft [12.15.14]
2014 was...something. But it was more than just groups of people at each others' throats over their opinions on video games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

How leaderboards entice players, and how to create them 5
by Gamasutra Community [12.12.14]
"Being cognizant of your game's goals and understanding your game's audience and their goals, providing different types of leaderboards can create incredibly strong impulses to play."
Console/PC, Smartphone/Tablet, Indie, Design

Best of 2014: Breaking the NES for Shovel Knight 21
by Gamasutra Community [12.12.14]
Yacht Club Games programmer David D'Angelo details how breaking but "being aware of the rules... led to the game feeling clear and simple; one of the hallmarks of a great NES game."
Console/PC, Indie, Design

Why fear should be easy in games (but isn't) 14
by Gamasutra Community [12.12.14]
"On the surface of it, fear (as a narrative device) is a pretty simple concept, and one that fits really well with video games... but there are a number of difficulties."
Console/PC, Indie, Design

What games can learn from the engagement layers of Papers, Please 9
by Gamasutra Community [12.12.14]
"Papers, Please gets players engaged in the idea of document checking by designing more than just a reward structure, but layering rewards to weave a complex and difficult context around making a very simple decision."
Console/PC, Smartphone/Tablet, Indie, Design

GDC 2015 donates Summit passes to Indie Giving charity effort  
by Staff [12.12.14]
GDC 2015 organizers reaffirm their partnership with the Indie Giving charity effort by donating 30 GDC 2015 Indie Games Summit tickets - contribute to get your pass now!
Indie, Business/Marketing, GDC

12 tricks to selling your ideas, your game, yourself 14
by Gamasutra Community [12.12.14]
"I attempt to demystify the science and psychology of selling (pitching). I'm writing primarily for small indie game developers who will often need to pitch themselves."
Console/PC, Indie, Business/Marketing

Game scholar/designer Gonzalo Frasca to keynote IndieCade East  
by Alex Wawro [12.11.14]
Author, teacher and noted game designer/researcher/critic Gonzalo Frasca will be delivering a keynote address at the third annual IndieCade East conference in February.
Indie, Business/Marketing

Blog: An agile process that worked well 9
by Gamasutra Community [12.11.14]
"Why does this work? Solid teams who embrace this pattern know that every three weekends they can potentially go home early, and not have to worry about anything breaking."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Apple frowns upon Papers Please's pixelated nudity 13
by Phill Cameron [12.11.14]
UPDATEThe developer behind the upcoming iOS version of Papers Please was forced to revise his game after Apple deemed certain parts of it to be "pornographic" in nature.
Smartphone/Tablet, Indie, Design, Business/Marketing

Critically-acclaimed indie studio ceases game dev 6
by Phill Cameron [12.11.14]
Lucky Frame, creators of the recent Nightmare Cooperative and the IGF nominated Bad Hotel and Pugs Luv Beats, have decided they can no longer make games.
Indie, Business/Marketing

A step-by-step look at the construction of monstrous game music  
by Gamasutra Community [12.11.14]
"I wanted it to be about the pulse and drive, with a heavy focus on rhythmic and percussive elements to get over his general attitude towards things given that he is a physically imposing threat."
Console/PC, Indie, Audio

The Top 10 Game Developers of 2014 46
by Staff [12.11.14]
With 2014 coming to a close, it's time for our end of year roundups, starting with perhaps our most important annual list: The Top 10 Game Developers of 2014.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

How to get work composing music for games 9
by Gamasutra Community [12.10.14]
"Composers' pitch letters remind me so much of my own, from back when was hunting for my first gig, 15 years ago. Just like I did, they go about it entirely wrong."
Console/PC, Smartphone/Tablet, Indie, Audio