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April 16, 2014
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Updates » Indie
But is it hot? Design challenges for sex in games Exclusive 28
by Leigh Alexander [04.14.14]
A panel at Different Games convened designers working on expressing intimacy, sexuality and diversity in games to talk about ways to confront common design challenges, and evolve the role sex plays in games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Exclusive

Blog: Just say no to employment tests 92
by Gamasutra Community [04.11.14]
"This is not professional. It's exploitation. It's taking food off your table and doing free work for competitors. It's stealing your life. Time. Time you could be spending with people that like you."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Sony's Yoshida has advice for Japanese developers: Do what you do best  
by Christian Nutt [04.11.14]
Speaking last night with veteran developer and PlayStation 4 architect Mark Cerny, the head of Sony's Worldwide Studios looked back at his career and shared insights.
Console/PC, Indie, Design, Business/Marketing

Blog: Living creatively 2
by Gamasutra Community [04.11.14]
"However, despite this looming pit of financial restrictions, we're feeling happy. We're doing something we love and to be this way is in our blood."
Indie, Production, Business/Marketing

All the boring bits of paperwork you have to do as an indie developer 6
by Gamasutra Community [04.11.14]
"Sadly, once in a while, the fun and games turns to drudgery and you have to do paperwork. Hereís a quick guide to the paperwork you can expect, and how to do it as quickly as possible."
Indie, Production, Business/Marketing

Upcoming documentary depicts development of That Dragon, Cancer 1
by Alex Wawro [04.11.14]
Filmmakers David Osit & Malika Zouhali-Worrall are currently working on Thank You For Playing, a documentary about the development of the Green family's autobiographical game That Dragon, Cancer.
Console/PC, Indie, Production, Video

Blog: How to get the best our of your external QA team 2
by Gamasutra Community [04.11.14]
"We had different sorts of clients, ranging from the biggest players to the small indie studios. All of them made common mistakes -- some of which are easily avoided."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production, Business/Marketing

Making Oculus-powered VR game RS Racing 2
by Gamasutra Community [04.11.14]
"The RS Racer concept was born, and we created the main idea of a racing game that utilized four-player, networked Oculus Rifts together to form a timed-lap-based game."
Console/PC, Indie, Art, Design, Production, VR

Blog: You Can Keep Your Rift On 2
by Gamasutra Community [04.11.14]
"Our first idea to explore this was a first-person shooter game, in which players could upgrade their weapons by taking off various items of clothing."
Console/PC, Indie, Design, Production

Blog: OpenFL & Haxe, a bumpy start 16
by Gamasutra Community [04.11.14]
OpenFL is cool. Haxe is cool. Open source is cool. My impression with Haxe is that, the road is going to be bumpy, but it's still a good technology for developing for both Windows and Flash.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

How long does it take to make an indie game? Tower of Guns dev breaks it down 17
by Gamasutra Community [04.11.14]
I'll spare you the boring story of how a creative-person-with-an-aversion-to-formality got addicted to time tracking, but I can tell you that Tower of Guns took precisely 3,850 hours and 5 minutes to develop.
Console/PC, Indie, Production

Blog: Games, gambling, and the psychology of the near-miss 3
by Gamasutra Community [04.10.14]
"Put simply, the near-miss is a psychological 'pseudo-reward' in which failures are seen as 'nearly successful.' In games of skill, near misses offer useful feedback and encourage improvement."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Blog: Why Oculus is the Apple of VR 19
by Gamasutra Community [04.10.14]
"Spending time on improving the whole VR experience is crucial: presence is fragile, breaking it is really easy!"
Console/PC, Indie, Business/Marketing, VR

'We fight the urge to just completely drop the price' 15
by Kris Graft [04.10.14]
"Double Fine wants to keep indies premium," says Double Fine COO Justin Bailey. "You see that in our own games and how we're positioning them."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Deploying Unreal Engine 4 to the new Amazon Fire TV 6
by Gamasutra Community [04.10.14]
I got a hold of an Amazon Fire TV this week, and wanted to see what it would take to get Unreal Engine 4 running on the device. Hereís how I went about it and what I learned during the process.
Console/PC, Indie, Programming, Microconsole

Feature boards: What's next for agile development? 5
by Gamasutra Community [04.10.14]
A Feature Board serves the team. It shows them the state of each feature on a daily basis and leads to conversations that are necessary for a cross-discipline game team.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production

Designing the surprise mobile game hit, Monument Valley Exclusive 7
by Kris Graft [04.10.14]
Monument Valley raced to the top of the App Store charts last week, coming virtually out of nowhere. Lead designer Ken Wong tells us about designing a game that stands out from the crowd.
Smartphone/Tablet, Indie, Art, Design, Exclusive, Video

GaymerX2 accepting speaker submissions through end of April  
by Christian Nutt [04.09.14]
LGBT-focused game event GaymerX returns to San Francisco for its second year following a successful crowdfunding campaign -- and is accepting speaker submissions through April 30.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Goat Simulator: The power of free updates over paid DLC 12
by Gamasutra Community [04.09.14]
"You might argue that companies arenít charities, and that everything that costs has to be recouped, but having a good relationship with players is the best long-term investment you can make."
Console/PC, Indie, Design, Business/Marketing

Blog: Can we make good games for everybody? 14
by Gamasutra Community [04.09.14]
"I try to act as I perceive right and moral. Hence itís my opinion that what we seek is to treat everyone with equality."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing