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May 25, 2015
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May 25, 2015
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Updates » Indie
Blog: The first 8 months - going free-to-play 3
by Gamasutra Community [05.20.15]
Experienced console devs go indie, go mobile, make their dream game, get featured by Apple, and decide to go free-to-play. The stats and thoughts behind the journey and decision.
Smartphone/Tablet, Indie, Production, Business/Marketing

Creating the 'right' kind of player in the weird FPS Sub Rosa  
by Phill Cameron [05.20.15]
We talk to Cryptic Sea's Alex Austin, about developing Sub Rosa to encourage players not to shoot each other, even though they have automatic weapons and cool suits.
Console/PC, Indie, Programming, Design, Video

Blog: Eight months of development in two minutes 2
by Gamasutra Community [05.20.15]
A video recap of the development of PlayStation Mobile indie game UFO Dad, along with one handy lesson from the playtesting the developers did.
Console/PC, Indie, Production

Blog: Are missable collectibles okay, from a design standpoint? 12
by Gamasutra Community [05.20.15]
"I don't like miss-able collectibles either as a player or a designer. They aren't a thing that ruin games for me, but if they are included it will bother me."
Console/PC, Indie, Design

Why asking for less than you need on Kickstarter hurts fellow devs 13
by Alex Wawro [05.19.15]
In a recent Polygon op-ed, game designer Katie Chironis argues that asking for less than you really need to make your game is a good way to ruin Kickstarter for everyone.
Indie, Business/Marketing


Video: How biking across America changes the way you make games 3
by Staff [05.18.15]
At GDC 2015, indie dev Greg Lobanov (Coin Crypt) spoke about his bike ride across America and how it inspired him to think differently about life -- and the video games he will spend his life making.
Indie, Design, Video, Vault

Don't Miss: John Romero and Tom Hall recount making Doom 2
by Staff [05.18.15]
Designers John Romero and Tom Hall share their stories of developing id Software's seminal first-person shooter Doom in this classic video postmortem from GDC 2011.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Why my studio will not 'renounce' pixel art 43
by Gamasutra Community [05.18.15]
Pixel art is a tool, it's a technique. Would an artist hang up his brush because people don't like oil paintings?
Indie, Art

Blog: Holding a real-world meeting for an online game jam 2
by Gamasutra Community [05.18.15]
For Ludum Dare 32, we hosted our second Ludum Dare Real-World Meeting here at the Tech Valley Game Space (TVGS) in Troy, New York. How did it turn out?
Indie

This Week in Video Game Criticism: From the challenges of narrative to the demise of P.T.  
by Johnny Kilhefner [05.18.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Johnny Kilhefner on topics ranging from Konami's decision to pull P.T. to the challenges faced by game narrative.
Console/PC, Indie, Design

Blog: The crack where the light gets in 8
by Gamasutra Community [05.18.15]
Realism is attractive but can get banal very quickly. It is where art deviates from reality that we can be moved by it.
Indie, Design

Video: Procedurally generating space-dungeons for Galak-Z 1
by Staff [05.15.15]
At GDC 2015 engineer Zach Aikman offered a breakdown of Galak-Z's dungeon generator, including its unorthodox math, and his thoughts on balancing hand-crafted and procedural content.
Indie, Design, Video, Vault

Developers come clean about the realities of crunch 22
by Alex Wawro [05.15.15]
Kotaku has published a thorough feature aimed at exposing crunch culture to a broader audience that features developers coming clean about how they had to crunch, or why they made others do so.
Console/PC, Indie, Production

Down to the letter: The importance of typography in video games 10
by Gamasutra Community [05.15.15]
"Typography can make or break the aesthetic of a game. As game designers, we use type to communicate with our players, not only in the words we use, but also in the way we present those words."
Console/PC, Smartphone/Tablet, Indie, Art

The existentialism of independent development 4
by Gamasutra Community [05.15.15]
"We are all free, for better or worse, and that all the events in our life that are under our control occur either because of our actions or inactions. There is no safety net. No divine path set ahead of you."
Indie, Production

The cunning ruse: Deception in game design Exclusive 5
by Phill Cameron [05.15.15]
We talk to SpyParty developer Chris Hecker, and Sub Rosa's Alex Austin about deception as a game mechanic, and why it lends itself so well to multiplayer.
Console/PC, Indie, Design, Exclusive

Tricks for marketing games with no budget 2
by Gamasutra Community [05.15.15]
"Do you stay consistent with writing code or creating new art for your game? Do you hit your milestones? Awesome. Now do the same with your marketing!"
Indie, Business/Marketing

Video: Not My Story - Mistakes made in Kachina's development  
by Staff [05.14.15]
As part of the Failure Workshop at GDC 2015's Indie Games Summit, Donut County designer Ben Esposito talks about the mistakes he made while developing a game that "used Hopi folklore" as its theme.
Indie, Design, Video, Vault

Space Engineers dev offers $100k and full source code to modders 2
by Alex Wawro [05.14.15]
Keen Software House is making a show of supporting modders by releasing source code for its game Space Engineers and setting aside $100k to fund development of mods based on the game or its engine.
Indie, Production