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August 30, 2016
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August 30, 2016
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Updates » Indie
How Tin Man Games resurrected and reimagined adventure gamebooks 7
by Jennifer Allen [08.05.16]
Australian indie studio Tin Man Games has carved out a niche for itself by resurrecting the moribund form of adventure gamebooks for mobile devices and Steam.
Smartphone/Tablet, Indie, Design, Video

Quadrilateral Cowboy dev on indie essentials and fluid game design  
by Chris Kerr [08.04.16]
"I think the sweet spot is in making the thing you want to make, and having more than enough resources and skills to execute it."
Indie, Design, Production, Business/Marketing

When a game developer is put in charge of an art exhibit...  
by Chris Priestman [08.04.16]
Santa Ragione tells us about the process of curating the Triennale Game Collection, a free mobile app commissioned by Milanese museum that features minigames by indie luminaries from around the world.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Video

Salt and Sanctuary dev: 'I wish everyone could be civil to developers' 20
by Alex Wawro [08.03.16]
Under fire from folks steamed about a Vita port of his game that he isn't even working on, Ska Studios' James Silva decries toxic behavior in the game industry and makes a public plea for civility.
Indie

Don't Miss: Armor for dummies and/or game developers 46
by Staff [08.03.16]
A crash course in realistic armor design, since some devs, "not having to deal with physical items or the dangers of real battle, don't quite grasp some of the basics of functional armor design."
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design

Devs, submit your best Programming talks for GDC 2017  
by Staff [08.03.16]
Heads up game devs: GDC officials seek great submissions of interesting, cutting-edge Programming talks for the GDC 2017 Main Conference, from now through August 18th.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

Don't Miss: Designing better game levels via human survival instincts 31
by Christopher W. Totten [08.02.16]
In this timeless article, Westwood College faculty member and trained architect Christopher Totten explores how human psychology is understood by architects -- and how that can apply to level design.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Abzu and the challenge of conveying emotions through game design 1
by Alex Wawro [08.02.16]
As Giant Squid releases Abzu, lead engineer Brian Balamut chats with Gamasutra about the practical challenges (and personal upsides) of making a chill nonviolent underwater exploration game.
Indie, Programming, Design

Video: Value Nothing - Using negative space in level design 1
by Staff [08.01.16]
When is something that's not there more important than the things that are there? At GDC 2014, Epic Games' Jim Brown takes the stage to talk in depth about the role of negative space in game design.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Don't Miss: 10 seminal game postmortems every developer should read 3
by Alex Wawro [08.01.16]
These timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, detail the trials and triumphs of developing games like Deus Ex and System Shock 2.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

The 2017 Independent Games Festival opens calls for submissions  
by Staff [08.01.16]
Submissions are now officially open for the 2017 Independent Games Festival, the signature competition for indie games, to be held for its 18th year during GDC 2017 in San Francisco next March.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, IGF

Letter from the IGF Chairperson: Welcome to IGF 2017  
by Staff [08.01.16]
As the Independent Games Festival opens for the 19th year, Chairperson Kelly Wallick explains the rules and expectations for this year's big indie game showcase.
Indie, IGF

Star Wars Battlefront fan game shut down by Lucasfilm 3
by Chris Kerr [08.01.16]
"[Lucasfilm and EA's] main concern was due to the possibility of Galaxy in Turmoil taking away attention from their Battlefront franchise."
Console/PC, Indie, Business/Marketing

Blog: Is money the measure of indie success? 20
by Gamasutra Community [08.01.16]
"What is the measure of success for a game? Or, perhaps more importantly, what is the measure for failure?"
Indie, Business/Marketing

WorkStation: The spaces where 22 different game-makers build worlds 5
by Simon Parkin [08.01.16]
What kind of work stations have Brenda Romero, Masaya Matsura, Ed McMillen, Dylan Cuthbert, Meg Jayanth, and Porpentine created for themselves? We got photos and descriptions from 22 star developers.
Console/PC, Indie, Production

Don't Miss: Quadrilateral Cowboy and good old-fashioned digital bliss 1
by Leigh Alexander [07.29.16]
Now that Quadrilateral Cowboy is finally out, it's a good time to revisit this 2014 conversation with developer Brendon Chung about his design influences, and the game's soft machine charm.
Console/PC, Indie, Design

Unity 5.4 sees a stable release, and a beta of 5.5 is in the works  
by Alex Wawro [07.28.16]
Just a quick heads-up for Unity develeopers that the game engine company has today taken the "beta" tag off Unity 5.4 and made it available to devs as a stable release.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Q&A: Stifled dev on building a horror game around sound 1
by Jeremy Ooi [07.28.16]
Gattai Games' Stifled plunges players into darkness, and forces them to find their way using echolocation--that is, making sounds through a microphone.
Indie, Art, Design, Production, Video

Videoball, and the challenge of designing (and selling) simplicity 2
by Joel Couture [07.28.16]
"It's about shapes and its about visibility. It's designed for legibility. Everything is designed for the eyes - for human eyes to be comfortable."
Console/PC, Indie, Art, Design, Business/Marketing, Video

Get a job: Double Fine Productions is hiring a Lead Animator  
by Staff [07.27.16]
Double Fine, the studio responsible for Headlander, is looking for an experienced game animator to take a lead role at its San Francisco HQ and contribute to development of Psychonauts 2.
Console/PC, Indie, Art, Recruitment