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May 27, 2016
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May 27, 2016
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Updates » Indie
Messing with perception: Gameplay and rendering experiments in VR  
by Gamasutra Community [05.09.16]
"While our experimentation time is serving us well in identifying some issues early, it failed to find other problems that became more obvious once the levels were laid out."
VR, Indie, Programming, Art, Design

Video: Understanding the technique behind Spelunky's level design  
by Christian Nutt [05.06.16]
Want to understand why Spelunky's procedurally generated levels are so compelling and playable? This video breaks down exactly how Derek Yu got the game so good.
Console/PC, Indie, Programming, Design, Video

Bringing developers into game education 2
by Gamasutra Community [05.06.16]
"I’ve worked as a programmer for a couple of high profile companies ... So when I shifted career and started teaching at Staffordshire University I set to getting the games industry itself involved."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, Student/Education

Why you should always register the trademark on your Kickstarter game 6
by Gamasutra Community [05.06.16]
Attorney Stephen McArthur: "Unfortunately, putting a game title on Kickstarter and successfully funding the project does not count as using the game title in commerce and thus gives you zero rights to the name."
Indie, Business/Marketing

Optimizing AI for The Magic Circle 6
by Gamasutra Community [05.06.16]
"I'll mainly concentrate on the two major parts of AI that took up the most CPU time: Visual Perception and Hazard Avoidance."
Console/PC, Indie, Programming

How to make your own list of YouTubers to cover your game  
by Gamasutra Community [05.06.16]
"Two weeks ago I had released my 1400+ YouTube contacts' list. Many people asked me if I could write more about how I made the list; my methods, tools, and thought process. It took me a while, but it's finally here!"
Indie, Business/Marketing

The long journey of getting a niche game through Steam Greenlight 5
by Gamasutra Community [05.06.16]
"After all of that work, 24 days of pretty much non-stop messaging users to talk about our game, we were Greenlit. According to GreenDB we were at about 170th place when we were Greenlit."
Console/PC, Indie, Business/Marketing

Brainstorming in 5 easy steps: The story of a new game character 3
by Gamasutra Community [05.05.16]
"This is howwe brainstorm when in need to build something from scratch. It's a method that takes some time (to play around) and discipline, but it's definitely worth it as it adds some structure to the creative process."
Indie, Design, Production

Designing disjointed VR puzzles  
by Gamasutra Community [05.05.16]
"We set out to explore a realm of game design we hadn't seen done before -- disjointed, 2-player puzzles in VR. In our game Shackle, players find themselves back to back in a haunted room, divided by darkness."
VR, Indie, Design

PAX Indies: Women detectives, crazy cockpits and a lost moon 1
by Katherine Cross [05.05.16]
Gamasutra visited the PAX East Indie MegaBooth, and brings you tidings of Thimbleweed Park, Objects In Space, Moon Hunters, Tumblestone, and more.
Console/PC, Indie, Design, Business/Marketing

The 7 worst mistakes you can make with your game trailer 18
by Gamasutra Community [05.05.16]
"'What shouldn’t I do in my next trailer?' is the second-most-asked question I get (the first is 'how much?'). Anybody can make their own game’s trailer, but it takes craft to do it well. Here's some traps to avoid."
Indie, Business/Marketing

The basics of quick and effective meetings 6
by Gamasutra Community [05.05.16]
"Most every team that I’ve ever worked with hated meetings. They viewed them as a counterproductive waste of time where lots of people talk, everyone smiles and nods, then each person goes back to his or her desk."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Video: Designing Crusader Kings II to generate strange, emergent stories  
by Staff [05.04.16]
Few games foster emergent storytelling better than Crusader Kings II, and Paradox's Henrik Fåhraeus explains how the game was designed to do just at (and how you can do it too) in this GDC 2014 talk.
Console/PC, Indie, Design, Video, Vault

Applying old-school sports game design to a modern multiplayer game 2
by Konstantinos Dimopoulos [05.04.16]
OutOfTheBit is working on a different sort of football [aka soccer, yanks!] game. "FIFA is great, but I realize that there is probably space in the market for a fun and easy to pick up football game."
Indie, Design, Production, Video

Level design in Rogue Legacy: Down-scrolling and leaps of faith  
by Gamasutra Community [05.04.16]
"While none of these design decisions are groundbreaking, thanks to a wise balancing Rogue Legacy successfully manages to reshape a design issue or limitation into a gameplay element."
Console/PC, Indie, Design

5 minute legal lessons for devs: Game names and trademark troubles 6
by Gamasutra Community [05.04.16]
"Always do a thorough search before committing to a name, don’t pick a game name which is identical to an existing name, but if you do, be prepared to fight your corner or potentially change your game name."
Indie, Business/Marketing

The best game music production tips from GDC 2016 2
by Gamasutra Community [05.04.16]
"In this blog, I want to share some info that I thought was really interesting: Composer Laura Karpman's talk about 'Composing Virtually, Sounding Real' and audio director Garry Taylor's talk on 'Audio Mastering for Interactive Entertainment.'"
Console/PC, Smartphone/Tablet, Indie

Game Design Deep Dive: Situational awareness and player frustration in GRIP 2
by David Perryman [05.04.16]
The blinding speed of the Rollcage racing franchise left some players feeling disoriented or frustrated by unexpected crashes. Caged Element vowed to fix these issues in their spiritual successor GRIP.
Console/PC, Indie, Programming, Design, Business/Marketing, Video

No, you can't just take someone else's work off the internet to use in your game! 2
by Gamasutra Community [05.03.16]
"The internet has made all kinds of content — news articles, music, photographs, and video — easily available for anyone in the world to access. However, that doesn’t mean that it is free to take and use for your own purposes."
Indie, Production, Business/Marketing

Combining different meshes into seamless procedural characters 1
by Gamasutra Community [05.03.16]
"I wanted to have different character parts being randomized for a lot of variation. That is super simple and standard for characters that actually have good geometry to hide the seams (e.g.: clothes), but my creatures needed to be bare naked."
Indie, Programming