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October 9, 2015
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October 9, 2015
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Updates » Indie
Opinion: 'Interactive fiction' is just another way of saying 'game' 20
by Katherine Cross [10.01.15]
Columnist Katherine Cross applies a critical lens to the old game/non-game debate surrounding interactive fiction.
Smartphone/Tablet, Indie, Serious, Design

All about ports: Bringing Shovel Knight to a new platform 2
by Gamasutra Community [10.01.15]
"Platform conversions don’t have to be arduous exercises in masochism! Conscious design decisions can greatly ease the effort involved in moving your game to new platforms."
Console/PC, Smartphone/Tablet, Indie, Programming

How's horror game SOMA done so far? A 10-day report 5
by Gamasutra Community [10.01.15]
"A summary of how things have gone so far" from Frictional Games' Thomas Grip, which covers the sales, critical reception, piracy rate, and marketing data for the studio's latest horror game.
Console/PC, Indie, Business/Marketing

Valve punishes dev trading game keys for Steam user reviews 2
by Alex Wawro [10.01.15]
Valve enforced its user disclosure requirements this week by wiping all user reviews from the Steam page of a game after the devs ran a promotion offering free copies in exchange for said reviews.
Console/PC, Indie, Business/Marketing

Designing smart, meaningful shmups 4
by Gamasutra Community [10.01.15]
"When you first think about the genre, level design seems to be just about throwing random enemies at the player frantically. The truth is actually much different."
Console/PC, Indie, Design

New PC game discovery service aims to reach beyond Steam 2
by Alex Wawro [10.01.15]
Game discovery service Sprked debuted last month with a simple premise: help people find new PC games to play by serving up recommendations based on the person's mood, interests or preferred genres.
Console/PC, Indie, Business/Marketing

Fabric Software releases second-generation development platform  
by Chris Kerr [10.01.15]
Fabric Software has released Fabric Engine 2, an updated version of its development platform that enables the creation of high-performance tools for games, virtual reality, and visualisation.
Console/PC, Indie, Production, VR

How devs deal with 4 problem areas in VR game design  
by Bryant Francis [10.01.15]
Developers with Playful Corporation, Carbon Games, Minority Media, and Cloudhead Games tell us how they surmounted unexpected design difficulties in their VR game projects.
Console/PC, Indie, Art, Design, Production, VR

The power of random reinforcement 6
by Gamasutra Community [10.01.15]
"You can feel that if you only draw another card you’ll succeed, you’ll get your reward. This is the same type of condoning that makes you buy another booster pack or another lottery ticket."
Console/PC, Smartphone/Tablet, Indie, Design

Ex-Call of Duty devs get $4m for VR dev  
by Christian Nutt [09.30.15]
Reload Studios' World War Toons is a multiplayer VR shooter -- and it's apparently appealing enough to get the company some investment, as it hatches plans to expand beyond games.
Console/PC, Indie, Business/Marketing, VR

The benefits of building tools in Unity 5
by Gamasutra Community [09.30.15]
"If you’re a game developer then I urge you to give it a shot! Release a couple tools and see how you like it. Take something and ask: 'Can this be used other places?'"
Console/PC, Indie, Programming, Business/Marketing

Reminder: Submit talks now for the GDC 2016 Game Career Seminar!  
by Staff [09.30.15]
Got a great talk idea for the Game Career Seminar at GDC 2016? Now's the time to pitch it, because the deadline for GCS talk submissions is coming up fast: this Friday, October 2nd at 11:59 PM PT.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

PSA: 2 days left to submit talks for the GDC 2016 Summits & VRDC!  
by Staff [09.30.15]
Heads up, prospective GDC 2016 speakers: Now is your chance to propose a talk for one of the first-class Summits or the new VRDC at GDC 2016! Do it before submissions close Friday, 10/2 at 11:59 PM PT.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, VR, GDC

Blog: One weird trick to write better code 13
by Gamasutra Community [09.30.15]
"We'll cover some standard tips and tricks here, but we're not really interested in those. We're looking for the One Weird Trick to rule them all. Hopefully each trick we encounter brings us closer to coding Mecca."
Indie, Programming

Splosion Man developer Twisted Pixel leaves Microsoft  
by Chris Kerr [09.30.15]
Lococycle, Splosion Man, and The Maw developer Twisted Pixel has left Microsoft to become an indie studio once again.
Indie, Production, Business/Marketing

We put four games on Steam. One of them drew way more clicks. Why? 13
by Gamasutra Community [09.30.15]
Experienced indie Nathan Fouts: "We had 4 games released in one day, and we compare and contrast why one game got a lot more clicks than others."
Indie, Business/Marketing

What 10 seconds, procedural generation, and fish do for shoot-'em-up design  
by Joel Couture [09.30.15]
Neon Deity imposed an interesting design contraint on Shutshimi: Seriously Swole: Turn standard shoot-'em-up gameplay into 10-second bursts of procedurally generated action.
Console/PC, Indie, Design, Video

How to tame your analytics 8
by Gamasutra Community [09.30.15]
"All you have to do is include SDK library into your code and win! Right? Well, kinda... I'll try to share our experience with adding analytics to Sharp Minds and everything we've learned from it."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Creating player paranoia through misdirection in I Can't Escape: Darkness 1
by Joel Couture [09.29.15]
I Can't Escape: Darkness presents an ever-changing dangerous maze, built around taking player preconceptions and subverting them, creating a tension, confusion, and paranoia in the player.
Console/PC, Indie, Design, Video

Video: The things you learn building big multiplayer game installations  
by Staff [09.29.15]
Indie developer Alistair Aitcheson speaks at GDC Europe 2015 about all the interesting things he's learned from building big, quirky multiplayer games (like Tap Happy Sabotage) set in physical spaces.
Console/PC, Social/Online, Indie, Video, Vault