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August 2, 2015
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Updates » Indie
Tips for surviving Gamescom as an exhibitor  
by Gamasutra Community [07.24.15]
Seasoned exhibitor Alex Nichiporchik offers up tips for dealing with the crowds at the massive expo -- or anywhere else you might find yourself showing off your game.
Console/PC, Indie, Business/Marketing

Don't miss: How Feist came back from the dead  
by Phill Cameron [07.23.15]
Feist comes out today. We talk to Bits and Beasts about it, and the challenges of spending six years developing the same game.
Console/PC, Indie

What Yoko Ono's art teaches us about video games Exclusive  
by Katherine Cross [07.23.15]
Yoko Ono's brilliant performance art pieces were designed to be interactive and impermanent, ensuring that each audience member had their own unique experience of them.
Indie, Serious, Art, Design, Exclusive

The paradox of indie game devs: No time to play 5
by Gamasutra Community [07.23.15]
"I wouldn't have had these intense realizations about what I was doing with my life, and how I wanted to design the games and flesh out the ideas bouncing around in my head, if I didn't make time to play a bit."
Indie, Design

Come to GDC Europe for VR game design advice from Valve and Sony  
by Staff [07.23.15]
VR experts from Valve and Sony London will be speaking at GDC Europe in Germany next month about what they've learned in developing some of the leading Morpheus and SteamVR games and experiences.
Console/PC, Smartphone/Tablet, Indie, Design

Working with Square Enix Collective before Kickstarter: Was it worth it? 5
by Gamasutra Community [07.23.15]
"We decided to go for it; we all felt like it was a great opportunity to see how potential backers felt about the game, and were anxious to get as much feedback as possible before going into Kickstarter."
Console/PC, Indie, Business/Marketing, Crowdfunding

5 ways to be a terrible game designer 28
by Gamasutra Community [07.23.15]
"In the past 9 years or so of practicing design, Iíve messed it up in all of the following ways at some point or another. Here are 5 of the most troublesome yet common ways that we designers screw things up."
Console/PC, Smartphone/Tablet, Indie, Design

The power of abstract thinking for game design 1
by Gamasutra Community [07.22.15]
"Abstracting helps you recognize the forces at play and see the bigger picture. If you perceive a game and its elements only in concrete terms, you can miss out on what makes them work or what makes them engaging."
Console/PC, Smartphone/Tablet, Indie, Design

Survival story: Putting narrative and crafting progression together 1
by Gamasutra Community [07.22.15]
The challenges of storytelling: "By wrapping all of this up into a high-level web tool that anyone in our studio can use we ended up with a perfectly flexible system that allows us to rapidly create."
Console/PC, Indie, Design

GDC Europe and Gamescom partner for first annual Women In Tech Day  
by Staff [07.22.15]
GDC officials are happy to announce a partnership with gamescom to help put on the first annual Women in Tech Day in Cologne, Germany on August 5th, immediately following GDC Europe.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing, GDC Europe

Making and selling a platformer on the App Store 11
by Gamasutra Community [07.22.15]
On releasing and selling: Nubs' Adventure: "This covers post-release topics, such as monetization, sales figures and player reception, and noteworthy things I experienced post-release."
Smartphone/Tablet, Indie, Programming, Production, Business/Marketing

The effects of a Steam free weekend promotion on Fractured Space 1
by Gamasutra Community [07.22.15]
A wealth of stats and knowledge about a recent 'free weekend' promotion on Steam for Early Access space game Fractured Space: "our regular 1,000 daily active users became just shy of 60,000 at the peak."
Console/PC, Indie, Business/Marketing

A defense and condemnation of Flash 28
by Gamasutra Community [07.22.15]
"Flashís tenure on the web is drawing to a close. And while few will mourn its passing, Iím worried that it will also mean the loss of one of the best tools for cross-platform game development for indies."
Console/PC, Indie, Programming, Production

Video: How to save game history forever -- or doom it to oblivion 1
by Staff [07.21.15]
"Games. Have. Historical. Value. If you don't think games have historical value, everything I say is gonna be a guy talking about stuff you don't care about," says archivist Jason Scott at GDC 2015.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Video, Vault

Don't Miss: The striking sound design of Journey Exclusive 14
by Steve Johnson [07.21.15]
Sound designer Steve Johnson breaks down his work on thatgamecompany's remarkable Journey, providing samples from the game to elucidate each of his points about what makes a game sound great.
Console/PC, Indie, Audio, Design, Exclusive

Blog: The end of video games 8
by Gamasutra Community [07.21.15]
Is the "indie bubble" really coming? "The history of selling video games is a history ignored, itís a story written in the now by those successful in selling video games."
Indie, Business/Marketing

Why some old designs are worth revisiting: A Rocket League story 4
by Alex Wawro [07.21.15]
Rocket League hit big this month, but it's the latest iteration on a concept you can trace back to an Unreal Tournament mod. Here's how Psyonix found success by trying, trying and trying again.
Console/PC, Indie, Design, Business/Marketing

Threes devs double daily income with free version 1
by Christian Nutt [07.20.15]
It was Apple's 2014 game of the year on iPhone, but it was beaten in the free market by clone-game 2048. Now, going free proves a win for Threes.
Smartphone/Tablet, Indie, Business/Marketing

Nintendo and DigiPen team up to bring Singapore devs' games to 3DS  
by Christian Nutt [07.20.15]
Singaporean devs will have their chance to see their games become downloadable Nintendo 3DS titles, with government backing.
Console/PC, Indie, Production, Business/Marketing

Get a job: Hi-Rez Studios seeks a Character Rigger  
by Staff [07.20.15]
The studio responsible for Smite and Tribes: Ascend needs an experienced rigger to work with the modeling and animation teams at Hi-Rez Studios' Alpharetta, Georgia headquarters.
Console/PC, Indie, Art, Recruitment