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July 6, 2015
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Updates » Indie
The numbers on Sunset, and the end of a chapter of Tale of Tales 13
by Gamasutra Community [06.22.15]
Tale of Tales MichaŽl Samyn reveals the sales of Sunset and closes a chapter on the prolific, artistic indie dev studio: "we donít think we will be making video games after this."
Indie, Business/Marketing

This Week in Video Game Criticism: From Fury Road to Bullet Hell 1
by Kris Ligman [06.22.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from what games writers can learn from Mad Max: Fury Road to a bullet hell game which learns from its player.
Console/PC, Social/Online, Indie, Design

8 player archetypes for break-testing your game design 4
by Gamasutra Community [06.22.15]
Can your game be "broken"? Figure it out with these types: "I formulated heuristics for solo playtesting and created a set of ideal (in the psychological sense) player archetypes."
Console/PC, Indie, Design

Q&A: Republique dev Camouflaj inks global publishing deal with GungHo  
by Christian Nutt [06.22.15]
Gamasutra speaks to GungHo president Kazuki Morishita and Camouflaj lead Ryan Payton about why the two companies have tied up -- as the Japanese titan (Puzzle & Dragons) inks its second deal with a U.S. indie.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Why we don't believe in sales, discounts, and bundles 51
by Gamasutra Community [06.22.15]
"Iím more and more convinced that the whole concept of these promotions is toxic. Why toxic? Because systematic sales contribute to decrease the commonly accepted prices of games to absurdly low levels."
Console/PC, Indie, Business/Marketing

Tale of Tales unlikely to make more games after poor sales of Sunset 13
by Phill Cameron [06.22.15]
After its latest game Sunset sells barely over 4,000 copies, studio Tale of Tales says it's likely done making games.
Console/PC, Indie, Production, Business/Marketing

How we chose our sound designer 10
by Gamasutra Community [06.22.15]
"Always follow up on potential opportunities, carefully read requests, and be ready to show that you're capable of the job if you don't have previous experience in-hand."
Indie, Audio, Production, Business/Marketing

Mending the developer/player relationship with Threes free-to-play 3
by Phill Cameron [06.22.15]
We talk to Asher Vollmer of Sirvo about Threes free to play, and how they found an advertising model that isn't at war with the player.
Smartphone/Tablet, Indie, Design, Business/Marketing

Halo composer O'Donnell forms Seattle studio with veteran devs 1
by Christian Nutt [06.19.15]
"Small" Seattle studio Highwire Games co-founded by Marty O'Donnell, Bungie designer Jaime Griesemer, and Airtight Games' Jared Noftle.
Console/PC, Indie, Business/Marketing

Steam Spy creator analyzes the platform, shares his data 6
by Christian Nutt [06.19.15]
If you're wondering how the Steam market functions, this new data-driven overview should give you a very good working picture.
Console/PC, Indie, Business/Marketing

When does 'influenced by' become stealing someone's design? 9
by Gamasutra Community [06.19.15]
"This was a set of components that kept screaming, 'Mod me, mod me, Iíll promise Iíll be good, just mod me and make me a game!' So I did."
Indie, Design

What goes into a game title? 4
by Gamasutra Community [06.19.15]
"The title serves a larger purpose than simply occupying a placard on the wall next to the work. It is the name of the app, the anchor for the game's opening screen, the name of the website, and much more."
Indie, Design, Business/Marketing

Considering what languages should you localize your game into 7
by Gamasutra Community [06.19.15]
A comprehensive guide to localization: "What languages should you localize into? And in what order? There are actually quite a few factors that come into play in this decision."
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

Tutorial: Creating a 'wood-carved' 3D game character 2
by Gamasutra Community [06.19.15]
"We've had a lot of interest in exactly how we got the wood carved look right. So, in order to share a little of my knowledge, I give you this step-by-step tutorial."
Console/PC, Smartphone/Tablet, Indie, Art

Game Design Deep Dive: Action Henk's jump physics Exclusive  
by Roel Ezendam [06.19.15]
Roel Ezendam, Game Coder at RageSquid: "Having control over the height of the jump is another way to create player decisions and deeper mechanics."
Console/PC, Indie, Design, Exclusive

A 2D level editor in 30 seconds 6
by Gamasutra Community [06.18.15]
"This is the gripping TRUE STORY of failed prototypes, wasted time, custom level editorsÖ and UNEXPECTED SALVATION at the hands of the HUMBLE SPREADSHEET."
Console/PC, Smartphone/Tablet, Indie, Programming, Design

Designing around a premise sentence 2
by Gamasutra Community [06.18.15]
"Itís a one line sentence that, using tropes or common knowledge, summarizes the contents of a creative work while at the same time building excitement about it."
Console/PC, Smartphone/Tablet, Indie, Design

Come to GDC Europe for real talk on getting the financing you need  
by Staff [06.18.15]
At GDC Europe in August, Execution Labs co-founder Jason Della Rocca will offer real-world data and frank advice on how indies can get their projects -- and their companies -- funded.
Indie, Business/Marketing, GDC Europe

The benefits of a family-friendly conference at Ludolunch 1
by Phill Cameron [06.18.15]
We talk to Simon Roth and Nia Wearn about their unconference Ludolunch, which benefited from a strong focus on being family friendly.
Console/PC, Social/Online, Indie, Design, Production, Business/Marketing

The difficulty of creating difficulty 7
by Gamasutra Community [06.18.15]
Designing difficulty levels is hard, but one dev shares his methodology here -- categorizing players, like the "HardCurious casual" and the "Faux-Hardcore."
Smartphone/Tablet, Indie, Design