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September 4, 2015
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September 4, 2015
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Updates » Indie
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

Video: Creating hyper-adaptive game music on an indie budget  
by Staff [08.18.15]
Galak-Z composer C. Andrew Rohrmann speaks at GDC 2015 about how to craft multi-layered, adaptive musical elements for your game that react and blend to form unique arrangements in every play session.
Indie, Audio, Video, Vault

Don't Miss: Mike Bithell chats about pumping up the Volume 3
by Mike Rose [08.18.15]
In this classic interview, Mike Bithell reflects on his sophomore game design efforts and why the launch of Volume this week is so much different than when he released Thomas Was Alone.
Indie, Business/Marketing

Scholars are (still) calling on APA to stop linking violent games to aggression 2
by Alex Wawro [08.18.15]
A group that includes psychologists and media scholars continues to call the American Psychological Association's research into how violent games affect aggression 'misleading' and 'overgeneralized.'
Console/PC, Indie, Business/Marketing

Launching on Steam Early Access: What I did right and wrong 2
by Gamasutra Community [08.18.15]
"Hey everybody - let me tell you about my latest boneheaded mistakes so you can make all different mistakes with your launches."
Console/PC, Indie, Production, Business/Marketing

Can crunch ever be fixed in the game industry? 24
by Gamasutra Community [08.18.15]
"One of the puzzling attitudes I've seen in the games industry is companies talking about focusing on long term success, yet not taking a firm position against crunch."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Danish dev Press Play wants players to help develop its next game  
by Chris Kerr [08.18.15]
Microsoft's Press Play is looking to open up its development process to the world with new "transparent development initiative."
Console/PC, Indie, Design, Production, Video

New platform Fig adds investing to video game crowdfunding  
by Christian Nutt [08.18.15]
Spearheaded by Double Fine alum Justin Bailey, with input from Tim Schafer, Feargus Urquhart, and Brian Fargo, its first campaign is IGF winner Outer Wilds.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Stretch goals: Best practices for video game crowdfunding 9
by Gamasutra Community [08.18.15]
"DO NOT ANNOUNCE ANY STRETCH GOALS WHEN YOU LAUNCH YOUR CAMPAIGN. There is nothing to gain from announcing as you launch, and everything to lose."
Console/PC, Indie, Business/Marketing

For Oculus, the future of VR game development lies in your hands Exclusive 9
by Alex Wawro [08.18.15]
Oculus aims to stand out from the pack by emphasizing "hand presence" -- touch and finger-tracking in VR -- as core to its game design philosophy. Gamasutra chats with CEO Brendan Iribe to learn why.
Console/PC, Indie, Design, Business/Marketing, Exclusive