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August 24, 2016
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August 24, 2016
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Updates » Indie
The haunting real-life disease that inspired Hyper Light Drifter 1
by Bryant Francis [06.02.16]
In an interview with The Guardian, Hyper Light Drifter creator Alex Preston shares the personal experiences that gave life to his recent game.
Console/PC, Indie, Design

Tabletop games far outpace video games in pledge money, says Kickstarter 4
by Bryant Francis [06.02.16]
Kickstarter pledges cross $500 million, and show a large gap between tabletop and video games funding.
Console/PC, Indie, Business/Marketing

Failbetter Games announces first titles to be published through Fundbetter  
by Bryant Francis [06.02.16]
UK dev studio Failbetter Games announces the first games to be published through its Fundbetter initiative.
Console/PC, Indie, Production, Business/Marketing

Creating motion and light trails in open source graphics editor Inkscape 4
by Gamasutra Community [06.02.16]
An indie developer who worked on The Adventures of Shuggy breaks down the complex topic of special effects in this latest tutorial.
Indie, Art

How to better brainstorm your next game project  
by Staff [06.01.16]
Our sister site, GameCareerGuide, helps new developers build their best career. Here's a sample of a recent topic: How do you get the most out of your next dev team brainstorming session?
Console/PC, Indie, Production, Recruitment, Student/Education

Get a job: Blue Isle Studios is hiring a Level Designer  
by Staff [06.01.16]
Canadian indie venture Blue Isle Studios is looking to hire a skilled level designer versed in UE4 to work on a first-person multiplayer game alongside the team at its office in Toronto, Ontario.
Indie, Design, Recruitment

Rocket League surpasses $110M in revenue and 5M copies sold 1
by Alex Wawro [06.01.16]
Less than a year after its release, Psyonix's car soccer simulator Rocket League has managed to drum up over $110 million in revenue while selling more than 5 million copies across PC and consoles.
Indie, Business/Marketing

Don't Miss: Mastering the art of composition in level design 16
by Staff [06.01.16]
A timeless rundown of what goes into creating first-person shooter levels for a sense of visual composition -- and what that means in terms of guiding players to experience your gameplay best.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

GDC Europe: Learn game design tricks to keep players immersed in a story  
by Staff [06.01.16]
At GDC Europe, longtime game designer Mata Haggis will deliver an intriguing talk on the many small design choices made to amplify the narrative of Fragments of Him through player interactions.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC Europe

Blog: SpriteRenderer vs. UIImage (CanvasRenderer) in Unity 3
by Gamasutra Community [06.01.16]
Here's a game developer's detailed presentation of the difference between SpriteRenderer and UIImage (CanvasRenderer) in Unity.
Indie, Programming, Production

Why are so many devs employing a retro low-poly mid-1990s aesthetic? 22
by Joel Couture [06.01.16]
We talk to developers of Back in 1995, MacBat 64, Racing Apex, morphê, and Else Heart.Break(), whose games are designed to look as if they were made for the PS1 or the Sega Saturn.
Console/PC, Indie, Art, Video

Video: Designing Downwell around one key mechanic  
by Staff [05.31.16]
Downwell creator Ojiro Fumito speaks at GDC 2016 about how he designed a fun, engaging game around one key mechanic: what if you jumped down a well with guns strapped to your boots?
Indie, Design, Video, Vault

Don't Miss: Designing and structuring great boss battles 30
by Mike Stout [05.31.16]
In this timeless feature, designer Mike Stout breaks down the boss battle into 8 different beats, and runs 2 notable ones -- Ocarina of Time's Ganon and Portal's GladOS -- through a thorough analysis.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Come to GDC Europe and get practical tips on surviving your startup  
by Staff [05.31.16]
EEDAR cofounder and IEP president Greg Short has a long career in the game industry, and at GDC Europe he'll deliver a talk on "How to Survive Your Start-up."
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC Europe

The story behind post-nuclear survival game 60 Seconds! 2
by Gamasutra Community [05.31.16]
With over 200,000 players, 60 Seconds! is an indie success. But it didn't come easy. Dominik Gotojuch, founder of developer Robot Gentlemen, explains.
Indie, Design, Production, Business/Marketing

Unity drops mobile fees, debuts new 'Plus' plan in a bid to expand its reach 25
by Alex Wawro [05.31.16]
Unity's big changes include a new mid-tier pricing plan, Unity Plus, as the cost of Unity Pro rises & all versions of Unity become capable of deploying games on iOS & Android at no additional cost.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

6 lessons from Mighty No. 9's lousy trailer 33
by Gamasutra Community [05.30.16]
A freelance game trailer maker has some key takeaways from the widely-panned trailer for the action game Mighty No. 9.
Console/PC, Indie, Business/Marketing

#SelfieTennis Q&A: Mixing goofiness, bloodlust, sports, and unicorns  
by Joel Couture [05.30.16]
#SelfieTennis is a VR room-scale game for the HTC Vive. Also, it's completely insane. We spoke to Julie Heyde of the studio VRUnicorns about the making of the game.
Indie, Design, Production, Video

Rez's Mizuguchi reflects on his 'unorthodox' route into game dev  
by Alex Wawro [05.27.16]
"I wanted to make games with the future in mind," writes Tetsuya Mizuguchi in a new Edge feature. "The interviewer said to me: ‘You are kind of out there, but we could probably use someone like you.'"
Console/PC, Indie, Design

Come to GDC Europe for tips on coworking with devs to make better games  
by Staff [05.27.16]
Heads up, European devs: GDC Europe is just months away, and today conference organizers are pleased to debut an intriguing session on the growing popularity (and power!) of game hubs across Europe.
Console/PC, Indie, Production, GDC Europe