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April 19, 2015
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Updates » Indie
Molleindustria's Pedercini appreciates the art history of games  
by Alex Wawro [04.14.15]
In a DiGRA keynote address, game maker, artist and educator Paolo Pedercini sheds light on how games were appreciated as artistic works long before anyone was talking about Roger Ebert or Bioshock.
Console/PC, Indie, Art

Adding debt to your daily Scrum 5
by Gamasutra Community [04.14.15]
"After being stung by it a few times... Iíve added a fourth question that everyone is expected to answer in daily Standups: What debt have I incurred?"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

X-Wing and Mechwarrior makers unite to launch a new studio  
by Alex Wawro [04.14.15]
David Wessman, Jack Mamais & Coray Seifert take the wraps off their new studio, which aims to build "hardcore multiplayer experiences" for contemporary platforms, including virtual reality headsets.
Console/PC, Indie, Business/Marketing

Game Design Deep Dive: Making babies in Hero Generations Exclusive 2
by Scott Brodie [04.14.15]
Heart Shaped Games founder Scott Brodie digs into the prototyping and fine-tuning that went into the design of the hereditary traits and genealogy systems at play in his game Hero Generations.
Console/PC, Indie, Design, Exclusive, Deep Dive

When it's time to let your beloved design idea go  
by Gamasutra Community [04.13.15]
"This is a story about designing something, loving it, becoming blind to its faults, and eventually remaking it."
Console/PC, Smartphone/Tablet, Indie, Design

One year in Steam Greenlight 11
by Gamasutra Community [04.13.15]
"Greenlight won't last forever, though; we hope that we'll make it onto Steam before Greenlight dies, or that we perform better in its successor program."
Console/PC, Indie, Business/Marketing

Why we've decided NOT to implement 3D movement in Starfall Tactics 18
by Gamasutra Community [04.13.15]
"Most people generally confuse complexity in these kinds of games with depth. Complexity, in our opinion, isn't inherently good - it's a sacrifice that you have to make sometimes in order to reach depth."
Console/PC, Indie, Design

Unity support coming to New Nintendo 3DS 16
by Kris Graft [04.13.15]
Unity announced at Unite 2015 Tokyo that it would soon bring graphics engine support to the New Nintendo 3DS and New Nintendo 3DS XL.
Console/PC, Indie, Programming, Art, Design, Production

This Week in Video Game Criticism: From Game of Thrones to game preservation  
by Kris Ligman [04.13.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Zach Alexander on topics ranging from choice in Telltale's Game of Thrones to responses to the Entertainment Software Association's position on games preservation.
Console/PC, Social/Online, Indie, Design

Licensing music, from individual tracks to adaptive scores 1
by Phill Cameron [04.13.15]
From the excellent soundtrack of OlliOlli to the bespoke, adaptive scores of Hohokum, we look at what's involved in collaborating with artists.
Console/PC, Indie, Audio

Don't Miss: 13 basic principles of gameplay design 17
by Matt Allmer [04.10.15]
EA and Page 44 veteran Matt Allmer re-imagines the famous '12 Principles Of Animation' for video games in this classic 2009 design feature, adding his own new principle along the way.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

How to create 2D character art from 3D models 3
by Gamasutra Community [04.10.15]
"As this is a FPS game for PC, there are already rigged 3D models of the in-game characters. We pose them, render an image, then ask 2D artists to overpaint the image to production poster quality."
Console/PC, Smartphone/Tablet, Indie, Art

Going 'real indie': Valiant Hearts director launches new studio  
by Alex Wawro [04.10.15]
"It is like I built my own food truck, instead of renting one," say long-time Ubisoft developer Yoan Fanise of his decision to quit AAA and start Digixart with studio co-founder Anne-Laure Fanise.
Indie, Business/Marketing

How a business plan can help your fledgling mobile studio  
by Gamasutra Community [04.10.15]
"The truth is that every mobile game business can benefit from a business plan. Here are some of the most overlooked ways a business plan can help your mobile game business."
Smartphone/Tablet, Indie, Production, Business/Marketing

Blog: A living guide to the GDC vault 8
by Gamasutra Community [04.10.15]
A project from Schell Games developers to rate GDC Vault talks by quality, "in the hopes that it will help you find the gold nuggets in the vast expanse that is the GDC Vault."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

EFF and ESA butt heads over DMCA exemption for abandoned online games 21
by Alex Wawro [04.09.15]
Should it be legal for owners of online-enabled games abandoned by the manufacturer to modify them in order to continue playing them? The EFF says yes, but the ESA says no way -- that way lies piracy.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

GDC Europe welcomes new board members ahead of 2015 show  
by Staff [04.09.15]
GDC Europe adds 2 game industry experts to the event's main conference and Indie Games Summit advisory boards, where they will help program sessions for August's conference in Germany.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC Europe

Cheating Death: Accommodating player failure and recovery Exclusive 3
by Phill Cameron [04.09.15]
We talk to Clint Hocking, Chris Avellone and Michael De Plater about the convention of player death as a fail state, and what happens when you move past it.
Console/PC, Indie, Design, Production, Exclusive

The poor man's character controller 7
by Gamasutra Community [04.08.15]
"Budget an extraordinary amount of time for your character controller. Make it special and unique. And if you're me, prepare to be wrong most of the time."
Indie, Programming