Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 1, 2015
arrowPress Releases
September 1, 2015
PR Newswire
View All

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Updates » Indie
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

Don't Miss: The all-or-nothing postmortem of Frozenbyte's Trine 9
by Staff [08.20.15]
"Trine had a lot riding on it. If it would not be successful...debts would probably devour the company. But it was also a project full of potential -- Trine was to be the rebirth of Frozenbyte."
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Feature requirements and game dev: Do they go together? 6
by Gamasutra Community [08.20.15]
"Quick question: are you in the software industry if you make games? The short answer is no. (The longer answer is ‘yes in some ways, no in others.’)"
Console/PC, Indie, Programming, Production

Subtext and the importance of feedback, in game narrative 1
by Gamasutra Community [08.20.15]
"When creating a story about intrigue, mystery and secrets, one of the most important aspects is subtext. It's what keeps the player on the edge through every bit of dialogue, detail and interaction."
Console/PC, Indie, Design

Video blog: Good once, good three times, or always good? 1
by Gamasutra Community [08.20.15]
"Robert Heinlein at one point says this about the nature of jokes: Funny once, funny twice, or always funny.' Think about it, it’s true. And I think it’s become true of games, as well."
Console/PC, Indie, Design

Making the move from spare time to full time game development  
by Phill Cameron [08.20.15]
We talk to Heat Signature's Tom Francis about making the move from developing in his spare time to making it his full-time job.
Console/PC, Indie, Programming, Design, Production

5 big marketing mistakes indies make 3
by Gamasutra Community [08.20.15]
"I've worked in the games industry for over 20 years... Over that 20 years I'm still still seeing the same mistakes made today that teams from years ago were making."
Console/PC, Indie, Business/Marketing

GDC Europe 2015 talks are now available on the GDC Vault  
by Staff [08.19.15]
GDC officials are happy to announce that the many talks delivered by game industry at experts at GDC Europe 2015 earlier this month in Cologne, Germany are now available to watch on the GDC Vault.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Vault

Don't Miss: How the heck Mike Bithell got Andy Serkis to do Volume 5
by Mike Rose [08.19.15]
One time we asked Mike Bithell, the British developer behind Thomas Was Alone, how he (as an indie) managed to bag actor Andy Serkis to voice the antagonist of his new stealth game Volume.
Console/PC, Indie, Business/Marketing

Blog: Alone but surrounded: Making the industry more diverse and welcoming 3
by Gamasutra Community [08.19.15]
"How can we make the game industry a more diverse and welcoming place? Our industry is a place where people come together to create and build beautiful and engaging experiences for the world."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Everything I learned about dual-stick shooter controls 6
by Gamasutra Community [08.19.15]
"Dual-stick shooter controls should be a completely solved problem by now, shouldn’t they? I was very surprised to realize that I’d bang my head against walls to get everything up to an acceptable level of quality."
Console/PC, Indie, Design

Telepath Tactics: Brass tacks and sales stats 14
by Gamasutra Community [08.19.15]
Hard numbers both on the production cost and sales of Telepath Tactics, an indie strategy game with "a bunch of critical praise," developed primarily on the side from a full-time job.
Console/PC, Indie, Production, Business/Marketing

Blog: Making it through Gamescom as an indie 'one man army'  
by Gamasutra Community [08.19.15]
"It was a crazy trip and with this blog post I want to give you an impression and some tips that might help you to make the most of such an event."
Console/PC, Indie, Business/Marketing

Tips on Kickstarter from a small team that beat its goal 18
by Gamasutra Community [08.19.15]
"Mortal sins" and insights on what went right from a team that made over $48,000 on Kickstarter for its first game -- Through the Woods.
Console/PC, Indie, Business/Marketing

Game Design Deep Dive: Rocket jumping in Rocket League Exclusive 7
by Dave Hagewood [08.19.15]
Psyonix founder Dave Hagewood explains how Rocket League's "rocket boost" mechanic started as a simple nitro button and wound up becoming a critical part of the game's acrobatic high-level play.
Console/PC, Indie, Design, Production, Exclusive, Deep Dive

IndieCade expands conference for 2015  
by Christian Nutt [08.18.15]
The popular independent development festival returns for a new year -- with a revamped conference track and a keynote from notable indies Naomi Clark, Nina Freeman, and Robert Yang.
Indie, Programming, Design, Business/Marketing

Video: Narrative lessons from Road Not Taken  
by Christian Nutt [08.18.15]
Spry Fox's Daniel Cook expounds on the narrative design of his "roguelike puzzle game about surviving life’s surprises," Road Not Taken.
Console/PC, Indie, Design, Video

Chris Roberts speaks to the delays in developing Star Citizen 8
by Alex Wawro [08.18.15]
Chris Roberts directly addresses concerns that Star Citizen's development is in trouble in a new Kotaku article that includes accounts from anonymous sources who purportedly worked on the game.
Console/PC, Indie, Production