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December 19, 2014
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Updates » Indie
It came from the consoles: Console game design vs. mobile input 3
by Gamasutra Community [12.16.14]
"It's not easier to make mobile games, it's just different. Especially if you want to keep making the same games you've made before. I really like the challenge itself and I definitely hope to see a solution in the future."
Console/PC, Smartphone/Tablet, Indie, Design

Loot drop best practices 6
by Gamasutra Community [12.16.14]
Daniel Cook drops loot design knowledge: "Many games have loot. Usually this drops randomly. Here are some best practices I've encountered over the years."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

How do indie game sales today compare to 2009? Find out at GDC  
by Staff [12.16.14]
Don't miss Mike Rose, TinyBuild talent scout extraordinaire, sharing indie game sales advice on the based on real sales figures from a wide range of developers as part of the GDC 2015 Independent Games Summit.
Indie, Business/Marketing, GDC

Greenlight, fighting indifference and building your audience as an indie 3
by Gamasutra Community [12.16.14]
"Many people only see Steam as some sort of goldmine. The moment I tell people I want my game to appear on Steam they think it's my only goal, so I constantly have to tell them that it's not the case..."
Console/PC, Indie, Business/Marketing

5 events that shook the game industry in 2014 78
by Alex Wawro, Kris Graft [12.16.14]
As the year winds down around us, we zero in on five specific events that rocked the industry in 2014.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

This Week in Video Game Criticism: Game Dev in the Ukraine and Authenticity in Tomb Raider 3
by Lindsey Joyce [12.15.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Lindsey Joyce on topics ranging from a review of Tomb Raider by an archaeologist and the plight of developers in Ukraine.
Console/PC, Indie, Design

Direct2Drive is back. How will it compete in the digital distro space?  
by Christian Nutt [12.15.14]
Remember Direct2Drive? It's back. But now that Steam dominates the digital distribution landscape, how can D2D plan to compete? Gamasutra chatted with general manager Ed Lin to find out more.
Console/PC, Indie, Business/Marketing

Finish your jam games!: A tip from the 2014 Game Career Guide  
by Staff [12.15.14]
In this edition, Frog Fractions developer Jim Crawford offers some advice for indies and student developers: finish your jam games!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Business/Marketing

Design rant: In-game logic 11
by Gamasutra Community [12.15.14]
When games don't make sense, and how to fix it: "The big problem with keeping your rules consistent is finding out if and where your rules conflict with one-another."
Console/PC, Indie, Design

What we use to make our 2D games 6
by Gamasutra Community [12.15.14]
"There are a ton of choices out there. My team and I always found it particularly helpful when other gaming companies revealed the development environment setup they found useful."
Console/PC, Indie, Programming, Art, Audio, Design, Production

Managing your indie team: Communication, conflict, and playtesting 2
by Gamasutra Community [12.15.14]
Katie Chironis tackles several more topics you'll encounter on the road to release when managing an indie team -- including how to smooth over communication, handle conflict, and get a morale boost.
Console/PC, Indie, Production

See how Double Fine animated Broken Age at GDC 2015  
by Staff [12.15.14]
In March, Double Fine lead animator Raymond Crook comes to GDC 2015 to explain how the studio animated its lush, vibrant adventure game Broken Age.
Indie, Art, GDC

Historical equipment - From reality to game 3
by Gamasutra Community [12.15.14]
A modeler takes us from photographs of real-life equipment through modeling, texturing, mapping, and the final in-game result.
Console/PC, Indie, Art

The 5 trends that defined the game industry in 2014 19
by Kris Graft [12.15.14]
2014 was...something. But it was more than just groups of people at each others' throats over their opinions on video games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

How leaderboards entice players, and how to create them 5
by Gamasutra Community [12.12.14]
"Being cognizant of your game's goals and understanding your game's audience and their goals, providing different types of leaderboards can create incredibly strong impulses to play."
Console/PC, Smartphone/Tablet, Indie, Design

Best of 2014: Breaking the NES for Shovel Knight 20
by Gamasutra Community [12.12.14]
Yacht Club Games programmer David D'Angelo details how breaking but "being aware of the rules... led to the game feeling clear and simple; one of the hallmarks of a great NES game."
Console/PC, Indie, Design

Why fear should be easy in games (but isn't) 14
by Gamasutra Community [12.12.14]
"On the surface of it, fear (as a narrative device) is a pretty simple concept, and one that fits really well with video games... but there are a number of difficulties."
Console/PC, Indie, Design

What games can learn from the engagement layers of Papers, Please 9
by Gamasutra Community [12.12.14]
"Papers, Please gets players engaged in the idea of document checking by designing more than just a reward structure, but layering rewards to weave a complex and difficult context around making a very simple decision."
Console/PC, Smartphone/Tablet, Indie, Design

GDC 2015 donates Summit passes to Indie Giving charity effort  
by Staff [12.12.14]
GDC 2015 organizers reaffirm their partnership with the Indie Giving charity effort by donating 30 GDC 2015 Indie Games Summit tickets - contribute to get your pass now!
Indie, Business/Marketing, GDC

12 tricks to selling your ideas, your game, yourself 12
by Gamasutra Community [12.12.14]
"I attempt to demystify the science and psychology of selling (pitching). I'm writing primarily for small indie game developers who will often need to pitch themselves."
Console/PC, Indie, Business/Marketing