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July 25, 2016
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Updates » Indie
How to facilitate the brainstorming process  
by Gamasutra Community [05.10.16]
"Team leaders can easily find themselves trying to stop a runaway train. Fortunately, there are ways for producers and game designers to mitigate or even prevent these dynamics from occurring."
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

You're crunching. So now what? 14
by Matthew S. Burns [05.10.16]
"If your sole experience is a series of tough crunches, you might think, 'This is just how games are made,' and work yourself into a wreck."
Console/PC, Indie, Business/Marketing, annual Career Guide

Don't miss: 10 tips for increasing the effectiveness of producers 6
by Tristan Donovan [05.09.16]
Producers from Bigpoint, Sega, RedBedlam, and Cartoon Network share the most important things to bear in mind when trying to get a full-featured game done on time.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Photoshop as a game editor 8
by Gamasutra Community [05.09.16]
An overview of advanced features in Photoshop that make the popular image editing tool much more robust for game development.
Indie, Art, Production

Messing with perception: Gameplay and rendering experiments in VR  
by Gamasutra Community [05.09.16]
"While our experimentation time is serving us well in identifying some issues early, it failed to find other problems that became more obvious once the levels were laid out."
VR, Indie, Programming, Art, Design

Video: Understanding the technique behind Spelunky's level design  
by Christian Nutt [05.06.16]
Want to understand why Spelunky's procedurally generated levels are so compelling and playable? This video breaks down exactly how Derek Yu got the game so good.
Console/PC, Indie, Programming, Design, Video

Bringing developers into game education 3
by Gamasutra Community [05.06.16]
"Iíve worked as a programmer for a couple of high profile companies ... So when I shifted career and started teaching at Staffordshire University I set to getting the games industry itself involved."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, Student/Education

Why you should always register the trademark on your Kickstarter game 6
by Gamasutra Community [05.06.16]
Attorney Stephen McArthur: "Unfortunately, putting a game title on Kickstarter and successfully funding the project does not count as using the game title in commerce and thus gives you zero rights to the name."
Indie, Business/Marketing

Optimizing AI for The Magic Circle 7
by Gamasutra Community [05.06.16]
"I'll mainly concentrate on the two major parts of AI that took up the most CPU time: Visual Perception and Hazard Avoidance."
Console/PC, Indie, Programming

How to make your own list of YouTubers to cover your game  
by Gamasutra Community [05.06.16]
"Two weeks ago I had released my 1400+ YouTube contacts' list. Many people asked me if I could write more about how I made the list; my methods, tools, and thought process. It took me a while, but it's finally here!"
Indie, Business/Marketing

The long journey of getting a niche game through Steam Greenlight 5
by Gamasutra Community [05.06.16]
"After all of that work, 24 days of pretty much non-stop messaging users to talk about our game, we were Greenlit. According to GreenDB we were at about 170th place when we were Greenlit."
Console/PC, Indie, Business/Marketing

Brainstorming in 5 easy steps: The story of a new game character 3
by Gamasutra Community [05.05.16]
"This is howwe brainstorm when in need to build something from scratch. It's a method that takes some time (to play around) and discipline, but it's definitely worth it as it adds some structure to the creative process."
Indie, Design, Production

Designing disjointed VR puzzles  
by Gamasutra Community [05.05.16]
"We set out to explore a realm of game design we hadn't seen done before -- disjointed, 2-player puzzles in VR. In our game Shackle, players find themselves back to back in a haunted room, divided by darkness."
VR, Indie, Design

PAX Indies: Women detectives, crazy cockpits and a lost moon 1
by Katherine Cross [05.05.16]
Gamasutra visited the PAX East Indie MegaBooth, and brings you tidings of Thimbleweed Park, Objects In Space, Moon Hunters, Tumblestone, and more.
Console/PC, Indie, Design, Business/Marketing

The 7 worst mistakes you can make with your game trailer 18
by Gamasutra Community [05.05.16]
"'What shouldnít I do in my next trailer?' is the second-most-asked question I get (the first is 'how much?'). Anybody can make their own gameís trailer, but it takes craft to do it well. Here's some traps to avoid."
Indie, Business/Marketing

The basics of quick and effective meetings 6
by Gamasutra Community [05.05.16]
"Most every team that Iíve ever worked with hated meetings. They viewed them as a counterproductive waste of time where lots of people talk, everyone smiles and nods, then each person goes back to his or her desk."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Video: Designing Crusader Kings II to generate strange, emergent stories  
by Staff [05.04.16]
Few games foster emergent storytelling better than Crusader Kings II, and Paradox's Henrik FŚhraeus explains how the game was designed to do just at (and how you can do it too) in this GDC 2014 talk.
Console/PC, Indie, Design, Video, Vault

Applying old-school sports game design to a modern multiplayer game 2
by Konstantinos Dimopoulos [05.04.16]
OutOfTheBit is working on a different sort of football [aka soccer, yanks!] game. "FIFA is great, but I realize that there is probably space in the market for a fun and easy to pick up football game."
Indie, Design, Production, Video

Level design in Rogue Legacy: Down-scrolling and leaps of faith  
by Gamasutra Community [05.04.16]
"While none of these design decisions are groundbreaking, thanks to a wise balancing Rogue Legacy successfully manages to reshape a design issue or limitation into a gameplay element."
Console/PC, Indie, Design

5 minute legal lessons for devs: Game names and trademark troubles 6
by Gamasutra Community [05.04.16]
"Always do a thorough search before committing to a name, donít pick a game name which is identical to an existing name, but if you do, be prepared to fight your corner or potentially change your game name."
Indie, Business/Marketing