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November 26, 2014
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November 26, 2014
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Updates » Indie
Making the jump from video game to physical game design  
by Gamasutra Community [11.11.14]
"The latest mountain i scaled was launching LockQuest, a brand new real escape the room game company in Toronto. It's probably the most difficult thing i've done in my entire life."
Console/PC, Indie, Design, Business/Marketing

Studio behind Stealth Bastard tries its hand at open development Exclusive  
by Mike Rose [11.11.14]
British developer/publisher Curve Digital has got a new game in the works -- it's first "fresh" project since 2011's Stealth Bastard -- and it's already looking rather fine.
Console/PC, Indie, Design, Business/Marketing, Exclusive, Video

Rendering a realistic-looking, varied crowd 6
by Gamasutra Community [11.11.14]
"I wanted to draw a huge amount of characters in the crowd, with sufficient visual variety that they looked like a crowd of individuals as opposed to multiple copies."
Console/PC, Indie, Programming, Art

Blog: Follow the code 1
by Gamasutra Community [11.11.14]
"Follow your code to conclusion as soon as you can. Create the stovepipe from coals to smoke, that guarantee that your entire system works end-to-end as soon as possible."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

This Week in Video Game Criticism: Press X to Pay Respects 1
by Eric Swain [11.10.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Eric Swain on topics ranging the critical reception to Call of Duty: Advanced Warfare to a different look at Bayonetta 2.
Console/PC, Indie, Design

Video: Going beyond graphics to reach visually impaired players  
by Staff [11.10.14]
A group of developers and advocates join together to share advice at GDC 2014 on how developers can make games that are accessible and appealing to a vastly underserved market: the visually impaired.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Audio, Design, Business/Marketing, Video, Vault

Don't Miss: The secrets of promotion for indies 36
by Erik Sebellin-Ross [11.10.14]
Independent marketing consultant Erik Sebellin-Ross specializes in the game industry, and in this classic guide he offers practical advice for promoting your indie game.
Indie, Business/Marketing

Indie incubator Execution Labs nets $5.3M to fund more developers  
by Alex Wawro [11.10.14]
Montreal-based indie incubator Execution Labs has raised an additional $6 million Canadian ($5.3 million USD) to fund the expansion of both its staff and its services to game makers worldwide.
Indie, Business/Marketing

Sony, Microsoft and Nintendo rally behind new game awards show 12
by Alex Wawro [11.10.14]
Geoff Keighley is planning to produce The Game Awards, a new industry event that will see its debut broadcast live from Las Vegas this December with support from Sony, Microsoft, Nintendo and more.
Console/PC, Social/Online, Indie, Business/Marketing

Using Scrum to design player emotions 4
by Gamasutra Community [11.10.14]
"You can reuse your Scrum skills in different guises throughout the entire brainstorming and design process. Donít limit yourself to using Scrum in development. Use it wherever you find it usable."
Indie, Design

Setting realistic deadlines 13
by Gamasutra Community [11.10.14]
"The backlog's been growing faster than I have been completing them. So the software is telling the truth: Based on your past performance, you will never finish this project."
Console/PC, Indie, Production

How you can use Skype for playtesting 2
by Gamasutra Community [11.10.14]
"Seeing the person play will offer clearer feedback on where people get stuck, how they get stuck, what they don't understand and how do they do not understand it."
Console/PC, Indie, Production

Nintendo's indie program: The big new interview Exclusive 16
by Christian Nutt [11.10.14]
What is Nintendo doing for indies? What does it want to see on its platforms? This comprehensive interview spells out where the company is as regards independent developers in 2014.
Console/PC, Indie, Business/Marketing, Exclusive

Direct2Drive is back under new owner: GameFly Digital is no more 3
by Christian Nutt [11.07.14]
In 2011, game rental site GameFly acquired the popular download service; now, AtGames has acquired the property and preparing to reintroduce the Direct2Drive brand.
Console/PC, Indie, Business/Marketing

Video: Curating culture through a new wave of video game events  
by Staff [11.07.14]
Bars, libraries, festivals -- these aren't typically places you'll find video games, but Wild Rumpus organizer Marie Foulston believes they should be; she explains why in this GDC 2014 panel session.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

To the Moon creator on his wordless follow-up A Bird Story Exclusive 2
by Mike Rose [11.07.14]
To the Moon creator Kan Gao has launched a follow-up -- and while To the Moon was rather wordy, A Bird Story doesn't feature a single line of dialogue.
Console/PC, Indie, Design, Exclusive

Blog: The mental tax of making horror games 7
by Gamasutra Community [11.07.14]
"A developer you have to keep going deeper, examining and analyzing... The sum of all this over time can result in experiencing a certain level of uneasiness, scary thoughts, nightmares, etc."
Console/PC, Indie, Design

Learn how thatgamecompany recruits top talent at GDC 2015  
by Staff [11.07.14]
Thatgamecompany's Sunni Pavlovic has a truckload of experience finding and retaining top game dev talent, and she's coming to GDC 2015 to explain how she does it -- and how you can do it too.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing, GDC

GDC's Experimental Gameplay Workshop needs your crazy prototypes  
by Staff [11.07.14]
The perennially popular Experimental Gameplay Workshop returns to GDC in 2015, and the event's organizers have issued a call for submissions of new "experimental" video games and prototypes.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

Coming to grips with testing your game, as an indie 7
by Gamasutra Community [11.07.14]
It's too dangerous to not test your game with players. "Being stuck back in the denial stages of believing self-testing is possible means pushing out work that is ready to blow up or be dead-on-arrival."
Console/PC, Smartphone/Tablet, Indie, Production