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November 1, 2014
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Updates » Indie
Video: Mastering the art of killing your games 7
by Staff [10.29.14]
Adam Telfer is a product lead at Wooga who had failed on at least seven projects when he spoke at GDC Europe 2014 earlier this year about Wooga's "hit filter" approach to game design and killing your darlings.
Console/PC, Smartphone/Tablet, Indie, Production, Video, Vault

Don't Miss: Amnesia developer shares 4 ways to design for horror Exclusive 5
by Kris Graft [10.29.14]
Frictional Games creative director Thomas Grip seems like a pretty affable guy. But the games he makes scare the living crap out of people.
Console/PC, Indie, Art, Audio, Design, Production, Exclusive

Blog: How to get diversity in game dev - without the internet arguments 35
by Gamasutra Community [10.29.14]
One indie dev's action plan for making a change: "I say we follow up our positive ideologies with positive actions. Things that will bring real diversity into the industry."
Console/PC, Indie, Business/Marketing

How to make game trailers like the triple-A studios 2
by Gamasutra Community [10.29.14]
A how-to guide that breaks down a trailer: "Take time and create a trailer you're proud of. Show friends and your team before publishing. It's entirely about quality when showcasing your game."
Console/PC, Indie, Business/Marketing

Game design in VR: Pushing off from a new frontier 1
by Gamasutra Community [10.29.14]
"VR is demanding we re-investigate from the ground up all things we have been assuming about UI/UX, and that we look deeper into cognitive science to address questions about how we perceive our environments."
Console/PC, Indie, Design, VR

Blog: What does a game value? 8
by Gamasutra Community [10.29.14]
"There is a problem with his characterization as a kind and merciful commander, though: the gameplay. The only way to gain experience in this game is to kill enemy units."
Console/PC, Indie, Design

Blog: If you must use runes... 31
by Gamasutra Community [10.29.14]
On using archaic alphabets: "Runes are a historical alphabet. You might be writing something ridiculous in runes without noticing it if you don't pay a minimal amount of attention."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art

Building Runbow, the first nine-player Wii U platformer Exclusive 4
by Alex Wawro [10.29.14]
13AM Games in Toronto has figured out how to make a 9-player competitive platformer for the Wii U. But how do they solve the design challenges of fitting that many players on a single screen?
Console/PC, Indie, Art, Design, Exclusive, Video

Stuck in Steam Greenlight: Dev takes matters into his own hands 9
by Christian Nutt [10.28.14]
Stuck in the middle with no way to move up the ranks fast enough to get added to Steam, one dev has founded a Facebook group so devs vote on each others' games.
Console/PC, Indie, Business/Marketing

Bundling in 2014 5
by Gamasutra Community [10.28.14]
"Thereís barely been a month go by in recent times without a couple of people getting into a right old pickle with bundles and bundling. Itís kinda sad to see this happening so often."
Console/PC, Indie, Business/Marketing

Things you should consider before starting your indie studio  
by Gamasutra Community [10.28.14]
"Itís easy to imagine a wonderful life where you spend all day pursing your game development dreams!" -- but it isn't easy to run a studio. Here are some serious considerations you should make.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

9 GDC Next talks you shouldn't miss  
by Staff [10.28.14]
Game industry veteran Raph Koster, programming wizard Borut Pfeiffer, industry attorney Mona Ibrahim and Playful Corp CEO Paul Bettner are just a few of the experts speaking at GDC Next this year.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Audio, Design, Production, Business/Marketing, GDC Next

FTL, Skyrim among top curated games on Steam 11
by Mike Rose [10.28.14]
The most curated games on Steam -- that is, the games that appear most often in Curator lists on the platform -- are an interesting mix of big-budget titles and smaller indie games.
Console/PC, Indie, Business/Marketing

Smithsonian plans pop-up arcade for December; submissions open now 3
by Christian Nutt [10.28.14]
This December, the Smithsonian American Art Museum will feature a pop-up arcade. We speak to two of the organizers -- one an indie developer and educator, and the other from the museum.
Console/PC, Indie, Business/Marketing

How the new Steam doubled a one-year-old game's daily revenue 16
by Gamasutra Community [10.28.14]
"Itís been a month since Steamís game discovery systems got a major overhaul. This is the impact that itís had on Desktop Dungeons."
Console/PC, Indie, Business/Marketing

This Week in Video Game Criticism: Of Dress Spheres and Metal Gear 1
by Kris Ligman [10.27.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the fashion of Final Fantasy X-2 to a meditative tribute to Metal Gear Solid 3.
Console/PC, Indie, Design

Indie showcase to feature Homesick, Dex and more at GDC Next  
by Alex Wawro [10.27.14]
The Media Indie Exchange is giving a group of independent developers space at GDC Next in L.A. next month to showcase their games to industry professionals and press attending the conference.
Indie, Business/Marketing

Taking a 'super-core' PC game to Vita: Developing Frozen Synapse Prime 1
by Gamasutra Community [10.27.14]
"'Itís not ready yet' was a common phrase throughout development. As gameplay and control improvements in core areas kept getting better, they highlighted weaker components in the game."
Console/PC, Indie, Programming, Production

Video Postmortem: The successes and failures of SteamWorld Dig  
by Staff [10.27.14]
Brjann Sigurgeirsson reveals how he and the team at Image & Form stumbled through the process of making SteamWorld Dig a multi-platform hit in this GDC Europe 2014 talk.
Console/PC, Indie, Design, Production, Video, Vault

Blog: Another mobile indie project bites the dust 21
by Gamasutra Community [10.27.14]
"We've learned a lot in the process, even if we've failed like many others. We need to get all the feedback and apply it to other games. It's important to monetize the game properly."
Smartphone/Tablet, Indie, Business/Marketing