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July 30, 2016
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July 30, 2016
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Updates » Indie
Drugs, masks, and randomness: The moral gray areas of We Happy Few 5
by Joel Couture [07.14.16]
"We've had whole generations of games imposing 'good vs evil' moral ethics to players, but I dislike that kind of simplification," says Compulsion Games' creative director Guillaume Provost.
Console/PC, Indie, Design, Video

Don't Miss: Satoru Iwata's 'Heart of A Gamer' keynote at GDC 2005  
by Staff [07.13.16]
"On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer," began Nintendo president Satoru Iwata in this seminal GDC 2005 keynote speech.
Console/PC, Indie, Business/Marketing

Video: The scenography of Kentucky Route Zero  
by Staff [07.13.16]
Kentucky Route Zero developer Tamas Kemenczy breaks down the artistic inspiration for Kentucky Route Zero in this 2014 GDC talk.
Console/PC, Indie, Art, Design, Video

A breakdown of the drink choice mechanic in Sukeban games' VA-11 HALL-A  
by Katherine Cross [07.12.16]
“At its heart,” says writer and programmer Fernando Damas, “the drink mixing system is really simple. It's like a dialogue choice menu where you don't know how many options there are.”
Console/PC, Indie, Programming, Design

Blog: Rocket Rascal mobile game postmortem 3
by Gamasutra Community [07.12.16]
What went right, what went wrong, and what was somewhere in between in the development of iOS and Android game Rocket Rascal.
Smartphone/Tablet, Indie, Design, Business/Marketing

Blog: Designing contextual storytelling in a 'metroidvania'-style game 2
by Gamasutra Community [07.12.16]
Game designer Thais Weiller talks about her work on the well-received "metroidvania"-style game Odallus: The Dark Call, and how "show, don't tell" was a key guideline.
Console/PC, Indie, Design

Monument Valley lead designer forms new studio, Mountains  
by Chris Kerr [07.12.16]
"I'm excited to be drawing from all my experiences across different roles in order to build a more creative and healthier type of games company."
Indie, Business/Marketing

Blog: Finding the visual style for your game - a few tips for young artists 1
by Gamasutra Community [07.12.16]
A developer behind the indie game Flat Kingdom explains how his team came to the game's unique oragami-inspired "flat" visuals.
Indie, Art, Design

Blog: Launch day lessons from indie game Goblins and Grottos 4
by Gamasutra Community [07.12.16]
From Reddit AMAs to media coverage, here are lessons learned from the Steam launch of "comedy puzzle platformer" Goblins and Grottos.
Console/PC, Indie, Business/Marketing

Come to GDC Europe for tips on building your local game dev scene  
by Staff [07.11.16]
At GDC Europe Mikolaj Kaminski, indie developer of games like McPixel and Thelemite, will share hard-won advice on how to build your own vibrant local community of game developers.
Indie, Business/Marketing, GDC Europe

Blog: Teaching players without using words 7
by Gamasutra Community [07.11.16]
Ubisoft technical level designer Max Pears muses on a still-common practice: game design that forces players to read a whole lot of words to learn how to play.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Don't Miss: Approaching the tricky issue of indie game pricing 40
by Dan Adelman [07.08.16]
Dan Adelman -- formerly Nintendo's indie guy, now a consultant to independent devs -- outlines in this timeless blog exactly why a game like Axiom Verge is worth $20, and what goes into indie pricing.
Indie, Business/Marketing

Key reseller G2A looks to secure marketplace with front-end verification 3
by Chris Kerr [07.08.16]
Video game key reseller G2A has taken more steps to reform its controversial marketplace after developer TinyBuild alleged the company has cost it roughly $450,000 in fraudulent sales. 
Console/PC, Indie, Business/Marketing

Blog: Using GIFs to market your game 23
by Gamasutra Community [07.08.16]
Your game is awesome and has a lot of cool things to show, but your GIF should show off a single concept; laser-focus instead of floodlight.
Indie, Business/Marketing

PlayStation exec Adam Boyes announces departure from company  
by Bryant Francis [07.07.16]
Playstation's VP of third-party relations told Twitter followers he'd be stepping down from PlayStation for a return to the world of indie game development.
Console/PC, Indie, Production, Business/Marketing

Blog: 7 tips for 7-day game jams 3
by Gamasutra Community [07.07.16]
Game jams are tough, especially when they're in a timebox. Allocate time, prepare, and stay calm for an intense week of raw game development with seven tips for jamming.
Indie, Production

Blog: So many projects, so little time 4
by Gamasutra Community [07.07.16]
Finishing a game as a solo-dev and working full-time is hard. I would know—my first-person exploration game Home is Where One Starts... takes only 20-30 minutes to play, yet took almost two years to create.
Indie

A developer's journey to create 100 games in five years 10
by Joel Couture [07.07.16]
James Earl Cox III, a student in USC's Interactive Media & Games division, set an ambitious goal for himself: over the next five years, he would develop one hundred games.
Indie, Design, Production

Hit the road with the latest Game Career Guide design challenge  
by Staff [07.06.16]
Summer's here, and now's the chance to flex your game design muscles with inspiration from your favorite summer road trips.
Indie, Design, Student/Education

Get a job: Be a Lead Level Designer at Double Fine Productions  
by Staff [07.06.16]
The studio responsible for games like Psychonauts is looking for an experienced level designer to take a lead role on Psychonauts 2 alongside the rest of the team at Double Fine's San Francisco HQ.
Console/PC, Indie, Design, Recruitment