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September 1, 2015
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Updates » Indie
Video: Understanding why your game 'feels' bad (and how to fix it) 7
by Staff [08.25.15]
At GDC Europe 2015, indie developer Nicolae Berbece breaks down what we mean when we say a game "feels great" and rebuilds a bad-feeling death animation live, on stage, into one that feels satisfying.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Developers take to Twitter to share pithy game design tips  
by Alex Wawro [08.25.15]
An interesting smorgasbord of game design advice is accruing on Twitter today under #ShareAGameDesignTip as developers of varying experience levels, backgrounds and projects offer lessons learned.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

How to prioritize features and user stories 5
by Gamasutra Community [08.25.15]
"A development team's time can be wasted if they select the wrong user stories or features for a sprint or a release. Here are some techniques to take the guesswork out of prioritization."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Crucial lessons from 7 game jam prototypes that went commercial 6
by Bryant Francis [08.25.15]
Game jams aren't just a way to try out new ideas and unclog your creativity--they can also result in viable commercial products! We looked for lessons in several jam titles that made it to market.
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing

Get a job: Double Fine is looking to hire a Senior Programmer  
by Staff [08.24.15]
The studio responsible for games like Broken Age, Massive Chalice and Costume Quest is looking for an experienced programmer to take a senior role at Double Fine's San Francisco HQ.
Console/PC, Indie, Programming, Recruitment

European devs split nearly $4M in grants from Creative Europe  
by Alex Wawro [08.24.15]
31 devs across Europe have been awarded roughly $3.9 million from Creative Europe, an EU program to promote European culture and develop Europe's creative industries -- including game development.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Interested in Fig's new equity crowdfunding for games? Here's how it works 6
by Gamasutra Community [08.24.15]
"Here is my attempt at a comprehensive post covering the legal aspects of how this new crowdfunding platform works. Itís a long one, but worth it if you want to understand how fits into the space."
Console/PC, Indie, Business/Marketing

Showcasing your game on the Twitch stage without looking like an idiot  
by Gamasutra Community [08.24.15]
"I've been on a dozen streams lately, including featured spots on the Twitch stage. It's been an incredible learning experience and I want to share top tips of how to make the best of these streams."
Console/PC, Indie, Business/Marketing

How to pitch your game to publishers 6
by Gamasutra Community [08.24.15]
"Before even coming close to a launch however, we spent about a year pitching the game to different publishers at various events. We learned a lot from pitching Magnetic."
Indie, Business/Marketing

This Week in Video Game Criticism: From grief to Metal Gear Solid  
by Joe Koeller [08.24.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Joe Koeller on topics ranging from depictions of grief and loss in games to the legacy of Metal Gear Solid.
Console/PC, Indie, Design

Quick tutorial: 2D sprite animations in Unity 1
by Gamasutra Community [08.24.15]
"For this post Iíll just go over the basics and explain how we use Unityís Sprites to make simple (and later complex) 2D sprite animations."
Console/PC, Smartphone/Tablet, Indie, Programming

How do I get funding for my indie game company? 2
by Gamasutra Community [08.24.15]
"While most developers these days seem to opt for crowdfunding, there are a number of methods to get money to develop your product. Hereís a brief overview of a few of these fundraising opportunities."
Indie, Business/Marketing

Darkest Dungeon dev lets players disable unwanted features 11
by Chris Kerr [08.21.15]
Darkest Dungeon developer Red Hook has responded to fan complaints by giving them the ability to disable unwanted gameplay features.
Indie, Design

Where's our compassion for other developers? 33
by Gamasutra Community [08.21.15]
"Whenever a developer shows disappointment or often, any emotion at all in public that isn't jubilation or celebration of videogames being brilliant, the reactions of other fellow developers still surprises me."
Indie, Business/Marketing

7 days in Greenlight 2
by Gamasutra Community [08.21.15]
"Overcrowd: A Commute 'Em Up has passed through Stream Greenlight. Overall, it took 7 days which I understand is quite a good thing, though not as amazing as it may once have been considered."
Console/PC, Indie, Business/Marketing

How to use your community in Early Access 6
by Gamasutra Community [08.21.15]
"A successful early access release requires developers to build a lot of interest fast, and then keep that momentum through inevitable difficulties and slow spots in the development of the game."
Console/PC, Indie, Business/Marketing

Philosophy, God, and robots: Writing The Talos Principle: Road To Gehenna 7
by Chris Baker [08.21.15]
Tom Jubert, a writer on indie projects like FTL, Penumbra, and The Swapper, describes what it was like to co-create the world of The Talos Principle and its followup DLC The Road to Gehenna
Console/PC, Indie, Design

The myth of the eclectic 'core gamer' on Steam 6
by Christian Nutt [08.20.15]
You have to develop the specific audience for your game -- because far fewer people than you think actually play lots of different games.
Console/PC, Indie, Business/Marketing

Video: Valuable design lessons you can learn from board games 3
by Staff [08.20.15]
Game designer Soren Johnson (Offworld Trading Company, Civilization IV) speaks at GDC 2014 about how (and why) board games should matter to video game developers.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Game outsourcing outfit Keywords snaps up Liquid art firm for $9M  
by Alex Wawro [08.20.15]
Keywords Studios is continuing to consolidate its power as a one-stop video game outsourcing shop by snapping up the 200+ strong art services studio Liquid Development for $9 million.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing