Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 1, 2016
arrowPress Releases
May 1, 2016
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Indie
Lessons of VR level design learned from I Expect You To Die 1
by Chris Baker [03.15.16]
In the GDC talk 'Lessons Learned from I Expect You To Die,' Shawn Patton of Schell Games talked about unique VR prototyping techniques his team has developed.
VR, Console/PC, Indie, Design, Production, Video, GDC

GDC Highlights: VR demand, strange lives, and indie design tips  
by Bryant Francis [03.14.16]
On Day 1 of GDC, we break down some of the biggest highlights and lesson learned at the annual developer conference.
VR, Console/PC, Indie, Serious, Programming, Art, Design, Production, GDC

Finding the fun in bomb defusal with Keep Talking and Nobody Explodes  
by Alex Wawro [03.14.16]
As part of the Independent Games Summit at GDC today, Steel Crate Games’ Ben Kane took the stage to share some insight into the development of Keep Talking and Nobody Explodes.
Indie, Design, GDC

Don't Miss: Designing the rocket jumping in Rocket League 7
by Dave Hagewood [03.14.16]
In this classic feature, Psyonix's Dave Hagewood shows how Rocket League's "rocket boost" started as a simple nitro button & wound up becoming a critical part of the game's acrobatic high-level play.
Indie, Design

Alt.CTRL.GDC showcase: Little Book  
by Chris Baker [03.14.16]
"This VR game places you back in your childhood, when you were trying to read under your duvet with a flashlight. As you progress through the pages, you will be plunged into a frightening world!"
Indie, Art, Design, Production, Video, GDC

When good games go bad, devs share lessons learned from failure 2
by Alex Wawro [03.14.16]
Making games is hard. Today at GDC, game devs Paul Kilduff-Taylor, Chaim Gingold and Joe Mirabello shared lessons learned from when they tried to make great games -- and failed.
Console/PC, Indie, Design, Production, GDC

Making roomscale VR work: Devs with experience share tips  
by Christian Nutt [03.14.16]
It's clear that while this panel of developers has a variety of insights into what works already, the sum total of new experiences, new designs, players new to the medium, and new technologies equals a lot more work to be done.
VR, Console/PC, Indie, Design

MonoGame support arriving on Xbox One 'soon' 2
by Chris Kerr [03.14.16]
MonoGame, an open-source implementation of Microsoft's XNA 4 Framework designed to be used as a porting tool, is finally getting Xbox One support. 
Console/PC, Indie, Programming

Alt.Ctrl.GDC Showcase: Disc Jockey Jockey  
by Alex Wawro [03.14.16]
"Disc Jockey Jockey is what happened when I tried to involve the player in [radio]," says creator Tim Knowlton. "The game provides the voices and the player puts them on the air."
Indie, Audio, Design, Production, Video, GDC

How to fail in the game business 7
by Gamasutra Community [03.14.16]
"What follows is a set of behaviors which, based on my experience, have been major drivers for businesses to go bankrupt and fail. I hope that this list will help fellow developers."
Smartphone/Tablet, Indie, Business/Marketing

Alt.Ctrl.GDC Showcase: Jerrytron's Please Stand By  
by Alex Wawro [03.11.16]
Game designers Jerry Belich and Victor Thompson have used a classic 1951 Capehart TV to house their touchy-feely game Please Stand By. Here, they explain to Gamasutra precisely how -- and why.
Indie, Audio, Design, Production, Video, GDC

GDC 2016: The organizers' lecture recommendations for press  
by Simon Carless [03.11.16]
For the benefit of press that might not have spotted them yet, and for those people who want to see some of the 'newsier' (and some of the worthwhile and less news-y) talks at GDC next week.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

BitSummit, Japan's indie event, comes back to Kyoto in July  
by Christian Nutt [03.11.16]
The popular event launches its fourth iteration this summer; last year, the event attracted over 80 titles and speakers from around the globe.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Alt.CTRL.GDC showcase: Triband's Suck My Rainbow  
by Kris Graft [03.11.16]
"We found an old vacuum cleaner in a closet. It has a huge appetite, and it only eats rainbows! That was lucky, since we were on the lookout for some kind of alternative game controller to take to GDC."
Indie, Design, Production, Video, GDC

The scripting language that drives 80 Days is now open-source 1
by Alex Wawro [03.11.16]
Narrative game developer Inkle Studios is capping off the week prior to GDC by releasing its Ink scripting language as open-source software for fellow developers to use in their own projects.
Console/PC, Indie, Design

Alt.CTRL.GDC showcase: Planet Licker 1
by Kris Graft [03.11.16]
In this game, the controller is a USB gamepad with three popsicles attached to it. Use your tongue to propel your space monster through space, avoiding obstacles and eating planets as you go!
Indie, Design, Production, Video, GDC

The effectiveness of character speech in in-game text 1
by Gamasutra Community [03.11.16]
"Addressing the player directly works great to pull them into the situation or to give a sort of call to action -- so to either open an event or to prompt the player before he decides on an action."
Console/PC, Smartphone/Tablet, Indie, Design

Beyond the state machine 2
by Gamasutra Community [03.11.16]
"In this article, I’ll talk about the specifics of my implementation of coroutines and its advantages and uses beyond state machines themselves. Specifically, I'll talk about concurrency and synchronization."
Console/PC, Smartphone/Tablet, Indie, Programming

Watch Nathan Vella & Robin Hunicke host the IGF & GDC awards next week  
by Staff [03.11.16]
Capybara Games' Nathan Vella returns this year to host the IGF awards, and Funomena co-founder Robin Hunicke makes her debut as host of the 16th annual Game Developers Choice Awards!
Console/PC, Social/Online, Smartphone/Tablet, Indie, GDC

Blog: Ideas in time management for indie devs 4
by Gamasutra Community [03.11.16]
"Assigning tasks for the whole week and make an alternate between marketing and programming really works for me. In the end, my advice is to try different techniques and see what fits you."
Indie, Production