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December 21, 2014
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December 21, 2014
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Updates » Indie
Blog: Set achievable goals to avoid over-engineering your game  
by Gamasutra Community [12.05.14]
Drawing on his own experience developing Ludus, one programmer showcases the production benefits that come from regularly building prototypes of subsystems within your actual game prototype.
Indie, Production

NES love letter Shovel Knight surpasses 300k units sold  
by Alex Wawro [12.05.14]
California-based Yacht Club Games has sold more than 300,000 copies of its retro-inspired platformer Shovel Knight since the Kickstarted game was first released for PC and the Nintendo eShop in June.
Indie, Business/Marketing

Video: How the Fukushima Game Jam helped a community rebuild  
by Staff [12.05.14]
IGDA Japan VP and Fukushima Game Jam organizer Toshifumi Nakabayashi speaks to how developers can use game jams as a way to encourage philanthropy as part of an Advocacy track talk at GDC 2014.
Indie, Business/Marketing, Video, Vault

Indies dominate Writer's Guild of Great Britain 2014 game award 1
by Alex Wawro [12.05.14]
The high-profile organization has revealed its 2014 awards shortlist, including the award for best game writing, for which folks from the likes of Italic Pig and The Chinese Room are nominated.
Indie, Business/Marketing

Getting social: Could we share power-ups between different games? 8
by Gamasutra Community [12.05.14]
"I had a thought the other today, watching two people playing two tablet games. Wouldn't it be great if the players could help each other out, even though they were playing two different games?"
Smartphone/Tablet, Indie, Programming, Design

Designing for local hordes: Problems and solutions for 9-player design in Runbow  
by Gamasutra Community [12.05.14]
"The idea of branching out paths and keeping players separate had a really positive effect on making the game more about out-platforming and out-racing."
Console/PC, Indie, Design

How wishlists are changing the Steam sale ecosystem for the better 7
by Gamasutra Community [12.05.14]
Armed with figures from the last two Steam sales, Lars Doucet (Defender's Quest) is back with a peek inside the revamped ecosystem, this time with info direct from Valve.
Console/PC, Indie, Business/Marketing

Criteria for strategy game design 5
by Gamasutra Community [12.04.14]
"In the end, whatís truly unique about the decision-making contest and provides it with 'evergreen' potential is the systemic learning it allows for."
Console/PC, Indie, Design

Interview: Indie game site itch.io creator Leaf Corcoran 2
by Gamasutra Community [12.04.14]
"Leaf talks about his original vision for itch.io and what it has since become, how the website and is operated and how much it costs to run, and he also picks out a few games that he thinks deserve more attention."
Console/PC, Indie, Business/Marketing

The evolution of a business model: Getting players to pay on mobile 14
by Gamasutra Community [12.04.14]
World of Goo's Ron Carmel: "An invitation from a friend to come play a game with them for a week, even if it costs $10, is an excellent value proposition for anyone who can afford to pay for a game."
Smartphone/Tablet, Indie, Business/Marketing, Mobile Games

QWOP creator shares physics engine tips at GDC Indie Games Summit 1
by Staff [12.04.14]
Don't miss QWOP creator Bennett Foddy's talk on bending physics engines to your will; it's just one of many insightful talks from experts in the GDC 2015 Independent Games Summit.
Indie, Design, GDC

Call for Blogs: Developers, what are your top games of 2014? 3
by Christian Nutt [12.03.14]
Soon, Gamasutra's editorial staff will begin to publish our picks for the best and most significant games -- but that's only half of the picture. Once again, we're asking you to join in.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious

Autodesk makes game dev tools free to schools, students worldwide 7
by Christian Nutt [12.03.14]
Maya, 3ds Max, and many other game dev tools are now free to students and teachers at secondary and university levels.
Console/PC, Smartphone/Tablet, Indie, Serious, Art, Production, Student/Education

Game info discoverability: Top 5 lessons from 'Games We Care About'  
by Gamasutra Community [12.03.14]
"Independent game developers should probably think about these points when displaying info about their product. [They're] all inter-related, and you need to have a strategy for updating all of them!"
Smartphone/Tablet, Indie, Business/Marketing

Make time to play the 2015 Train Jam games at GDC 2015 1
by Staff [12.03.14]
There's another Train Jam happening on the way to GDC next year, and GDC 2015 officials are providing a dedicated space where devs can display the games they've made during the jam.
Indie, Production, GDC

Blog: The hidden beauty of mazes 9
by Gamasutra Community [12.03.14]
"We always see mazes displayed as black and white, surely because itís easier to read and play, but adding colors can change everything. From a simple game to art."
Console/PC, Smartphone/Tablet, Indie, Art, Design

I like Tolkien too, but please, no more fan fiction 59
by Gamasutra Community [12.03.14]
"There are so many ways to create interesting worlds, itís a shame that we stick to the same presets again and again. Besides, arenít we all getting tired of playing the same Tolkien fan fiction game over and over?"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Q&A: Maniac Mansion creators stick to their roots with new adventure game 2
by Konstantinos Dimopoulos [12.02.14]
With traditional and particularly exciting adventure Thimbleweed Park doing impressively well on Kickstarter, we thought we'd ask creators (and legendary Maniac Mansion duo) Ron Gilbert and Gary Winnick a few things.
Console/PC, Indie, Design, Production, Business/Marketing

Peter Molyneux learns the harsh lessons of Kickstarter and Early Access 8
by Christian Nutt [12.02.14]
"What I've learned is that doing Kickstarter and Steam Early Access, before you've got something which is defined and playable, is a hugely risky undertaking that can be very destructive to the final quality of the game."
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

Designing an alien alphabet for your game 21
by Gamasutra Community [12.02.14]
"A great way to enhance a gameworld's believability and atmosphere is to make a custom alphabet for it. The written word is all around us, and plays a major role in making our world look and feel the way it does."
Console/PC, Smartphone/Tablet, Indie, Art, Design