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November 26, 2015
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November 26, 2015
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Updates » Indie
GDC 2016 opens for registration, debuts first talks  
by Staff [10.14.15]
The time has come to sign up for the largest and longest-running worldwide event for game developers: Game Developers Conference 2016 is now open for registration!
Console/PC, Indie, Programming, Design, Production, GDC

3 approaches for procedural world generation 6
by Gamasutra Community [10.14.15]
"The approaches are not only algorithmically very different but are also suitable for different types of games and gameplay. Here's a breakdown and analysis."
Console/PC, Indie, Programming, Design

Unity 5 Networking tutorial: Client-side prediction and server reconciliation 4
by Gamasutra Community [10.14.15]
"The concepts we will cover in this article should apply even to non-Unity environments, although we will be implementing client-side prediction and server reconciliation using the Unity Networking HLAPI."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

Postmortem: Inkle's 80 Days Exclusive 3
by Jon Ingold & Joseph Humfrey [10.14.15]
Developers at Inkle explain how small side-project turned into a huge endeavor, and eventually became one of the most critically acclaimed games on the App Store, Google Play and Steam.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing, Exclusive

Calculating the true cost of Kickstarter rewards  
by Gamasutra Community [10.14.15]
XO was successfully funded, and promised rewards -- and this blog post dives into how they were chosen, what they really cost, and offers a tool you can use for your own campaign.
Indie, Business/Marketing

Video: Don't underestimate the power of community in your games  
by Staff [10.13.15]
At GDC 2014 Kongregate's Emily Greer underscores the critical role games play in creating communities of players by sharing facts and anecdotes about how people thrive when they're part of a group.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Video

Don't Miss: Finding fourteen different forms of fun in games 9
by Gamasutra Community [10.13.15]
We talk a lot about 'finding the fun' - but what does that mean? This classic 2001 feature explores why some things are fun while others aren't, and how devs can use this to perfect their craft.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Good communication: An absolute must in a healthy work environment 2
by Gamasutra Community [10.13.15]
But how do you achieve it? Tips from former Undead Labs and ArenaNet lead Shaun Leach: "Make sure you're listening as well as talking. Work on your communication skills regardless of if you're a manager or not."
Console/PC, Smartphone/Tablet, Indie, Production

5 essential tips for your product's survival  
by Gamasutra Community [10.13.15]
"No matter how prepared and how skilled your team may be, stumbling at the final hurdle after the product has shipped can have a devastating effect on your projected forecast for reviews and more importantly sales."
Indie, Business/Marketing

Placebo effect present in video games, say UK researchers 9
by Chris Kerr [10.13.15]
Professor Paul Cairns, who teaches human-computer interaction at the UK's University of York, has tested whether the placebo effect can alter the way players perceive video games.
Console/PC, Indie, Design, Production, Business/Marketing

Creativity as an open question: Random thoughts on The Beginner's Guide 6
by Kris Graft [10.13.15]
"This game feels like a game meant to either a.) discuss with another person, or b.) for one to sit and meditate on it by oneself. So I wanted to discuss the game with someone."
Console/PC, Indie, Design

Design 101: Balancing games 8
by Gamasutra Community [10.13.15]
"While the whole industry talks about 'balancing games' there is surprisingly little consensus on what that actually means. Debates run wild."
Console/PC, Smartphone/Tablet, Indie, Design

Humble Bundle sheds staff at San Francisco HQ  
by Christian Nutt [10.12.15]
"Despite strong revenue... our past hiring was too ambitious and we had to make a hard call last week," says COO.
Console/PC, Indie, Business/Marketing

MaxPlay's new game engine aims to be 'Google Docs for game devs' 4
by Alex Wawro [10.12.15]
A new challenger stepped into the game engine arena today: MaxPlay, a game technology company that aims to entice developers into using its “cloud-based” collaborative game development platform.
Console/PC, Smartphone/Tablet, Indie, Production

Game devs in Northern Ireland can now get Greenshoots funding  
by Alex Wawro [10.12.15]
Microsoft's Greenshoots game development funding & guidance program is expanding this year and starting to offer £100,000 in grants to developers in Northern Ireland.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Handling the buggy release Zombie Vikings: Damage control is just the beginning  
by Gamasutra Community [10.12.15]
"Both the community and press have responded well to our transparency. Direct communication with the fans has lead to huge support, which helped us fix the game and make it even better."
Console/PC, Indie, Business/Marketing

Don't Miss: Alien: Isolation and the evolution of horror sim design 35
by Gamasutra Community [10.12.15]
SOMA's Thomas Grip tackles the latest Alien game in this classic 2014 post: "I think that horror simulation is the sort of design we want to strive for when making horror games."
Console/PC, Indie, Design

7 characteristics of a successful game studio 5
by Gamasutra Community [10.12.15]
"From valuing software over presentations and showing respect for your player base, these are seven important elements teams--both large and small--should keep in mind."
Indie, Business/Marketing

This Week in Video Game Blogging: From The Beginner's Guide to Prison Architect  
by Critical Distance [10.12.15]
This week, our partnership with game criticism site Critical Distance brings us topics ranging from the self-reflexivity of Davey Wreden's The Beginner's Guide to an analysis of the systems of Prison Architect.
Console/PC, Indie, Design

Allison Road Kickstarter canceled after Team17 signs developer  
by Chris Kerr [10.12.15]
UK-based developer Lilith has pulled the plug on the Kickstarter campaign for its P.T. inspired horror title, Allison Road, which will now be published and financed by Team17.
Indie, Business/Marketing