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March 28, 2015
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March 28, 2015
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Updates » Indie
What a game demands for a win: Skill, luck, yomi 25
by Gamasutra Community [03.13.15]
"Today I want to classify games on another scale, this time with three axes: Skill, Luck, and Yomi. The scale describes what component is needed to consistently win the game."
Console/PC, Indie, Design

10 seminal game postmortems every developer should read Exclusive 3
by Alex Wawro [03.13.15]
A few timeless game postmortems, written by pioneering designers like Warren Spector and Dr. Ray Muzyka, that detail the trials and triumphs of developing games like Deus Ex and System Shock 2.
Console/PC, Social/Online, Indie, Programming, Art, Audio, Design, Production, Exclusive

How to reduce visual confusion in your game 8
by Gamasutra Community [03.13.15]
"Are players missing important gameplay elements on screen? Do they not see enemies until it's too late? Here’s a technique to help make your game's visuals easier to understand for the player."
Console/PC, Indie, Art

8 tips for making the most of the VR opportunity 3
by Gamasutra Community [03.13.15]
A quick list of what you should consider jumping on board the VR train -- a blog post from an experienced dev who analyzes the issue from a number of angles.
Console/PC, Smartphone/Tablet, Indie, VR

Why I love exhibiting at PAX, and consumer shows in general  
by Gamasutra Community [03.13.15]
"If you focus on your fans, your products will become better, and you'll get more fans. This goes in a spiral effect that ends up getting you more of everything."
Console/PC, Indie, Business/Marketing

Showing at GDC Play 2015: A solo dev's tale 3
by Gamasutra Community [03.13.15]
The winding road that took this developer to GDC 2015 recounted in a readable, informative, and interesting look at what goes into being an indie in 2015.
Indie, Business/Marketing

150 books for game devs 11
by Gamasutra Community [03.13.15]
"We have been building a big list of books about video games. It features more than 150 books dealing with the history of videogames, biographies, Game Design, Serious Games, videogames studies & analysis..."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Business/Marketing

What's in an 'icon'? The secrets of character design 6
by Gamasutra Community [03.13.15]
From Pac-Man to Kratos to Freddy Fazbear, iconic characters have driven the game industry forward. Here's a breakdown of what goes into their designs.
Console/PC, Smartphone/Tablet, Indie, Art

BAFTA Awards honor Destiny, Monument Valley, and David Braben  
by Christian Nutt [03.12.15]
Tonight's BAFTA awards in the UK continued to highlight the vibrancy of the independent development scene -- as a number of smaller titles walked off with statuettes.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

New initiative gifts 1 million BBC Micro successors to UK kids  
by Alex Wawro [03.12.15]
As part of the Make It Digital initiative the BBC is giving away a million BBC Micro Bit coding devices -- much like it did with the BBC Micro in the '80s, inspiring a generation of British game devs.
Console/PC, Indie, Business/Marketing

What I learned at my first GDC 3
by Gamasutra Community [03.12.15]
"Now that my initiation is complete, I can't wait until GDC 2016... and most likely every year to follow. It's also got me very excited for some of the other events we're planning on attending."
Indie, Business/Marketing

Don't Miss: Why Hotline Miami is an important game 29
by Gamasutra Community [03.12.15]
In this classic blog post, Vlambeer's Rami Ismail investigates "how Hotline Miami is many things in many ways, but how it executes all of them through methods only videogames can employ."
Indie, Design

@Play: Welcome back to the Dungeons of Doom 10
by Gamasutra Community [03.12.15]
Our roguelike column, @Play, has returned -- and this post serves as a brand new introduction to the genre, and explains why it's worth studying and writing about.
Console/PC, Smartphone/Tablet, Indie, Design

GDC 2015 and the battle for headlines: An analysis  
by Gamasutra Community [03.12.15]
A media analysis that shows what kind of coverage GDC got as compared to other industry events -- and whether it was Unreal Engine or Unity that got the most play during the show.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Too Many Cooks: Valiant Hearts director departs Ubisoft 4
by Alex Wawro [03.12.15]
After 14 years at Ubisoft spanning work on everything from Beyond Good & Evil to Assassin's Creed, Valiant Hearts content director Yoan Fanise is calling it quits and getting out of AAA development.
Console/PC, Indie, Business/Marketing

20 days on Steam Greenlight 6
by Gamasutra Community [03.12.15]
A lot of insight into why A Quiver of Crows passed through the Greenlight system quickly -- and plenty of data that lets you draw your own conclusions, too.
Console/PC, Indie, Business/Marketing

Castlevania's Koji Igarashi offers advice to today's Metroidvania devs 8
by Christian Nutt [03.12.15]
Koji "IGA" Igarashi, whose Castlevania: Symphony of the Night is a touchstone game for the Metroidvania genre, discusses what it takes to make a good one in this new interview.
Console/PC, Indie, Design

One Life Left vs. Gamasutra GDC Podcast #2: Pork platters and 80 Days  
by Staff [03.12.15]
Guests from Inkle, Unity, Failbetter, and Other Ocean joined Gamasutra and UK radio pros One Life Left for the official GDC 2015 podcast. Topics include: Pork, golf, text game renaissances, and more.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Business/Marketing, Podcast, GDC

Blog: How grief made a game 3
by Gamasutra Community [03.12.15]
"The goal became to capture a lifetime of experiences each and every time you played. Each game can bring frustration, excitement, relief, confusion, helplessness, and joy."
Smartphone/Tablet, Indie, Design

Adaptive audio for smartphone games 4
by Gamasutra Community [03.12.15]
"We developed a very simple, user-focused, adaptive method of switching the music based on when the player was interacting with the game or not." And here's how.
Smartphone/Tablet, Indie, Serious, Audio