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October 8, 2015
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October 8, 2015
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Updates » Indie
Spending time to save money 4
by Gamasutra Community [09.24.15]
"I donít fault anyone for wanting nice art, and would love more for our game. Still, when faced with constraints, I think it is a safer bet to prioritize developing the gameplay and systems."
Indie, Art, Production

Ready to launch? The work we put into XO's successful Kickstarter 2
by Gamasutra Community [09.24.15]
"I read a lot of Kickstarter post-mortems this year and researching other project owners' experiences saved me from making a lot of mistakes that could have been easily avoided."
Console/PC, Indie, Business/Marketing

Microsoft and Creative England relaunch Greenshoots games initiative  
by Chris Kerr [09.24.15]
The latest round of Microsoft and Creative Englandís Greenshoots games initiative is now open, and this year the amount of available funding has been doubled to £500,000.
Indie, Business/Marketing

Johan Gjestland on mobile games, flying, and Fugl  
by Gamasutra Community [09.24.15]
"I love flying, always been fascinated by it. When I was little, my biggest dream was flying, I really thought I could do it, if I just believed it enough!"
Smartphone/Tablet, Indie, Programming, Art, Business/Marketing

Why you should love clunky paper playtests 2
by Gamasutra Community [09.24.15]
"As I sat there trying to keep track of invisible armies with only pen and paper, I realized that my idea for this game wasnít enough. It simply wasnít fun the way the design stated it should work."
Indie, Design

Boothing on a budget: 6 tips from indie devs 3
by Bryant Francis [09.24.15]
Designing and running a booth can be a challenge for indie devs. Here are six valuable tips from devs who've learned from experience.
Indie, Design, Business/Marketing

5 game design rules to unlearn when working in VR 7
by Kris Graft [09.23.15]
Minority Media's Patrick Harris is coming to grips with VR game design as he works on the VR-only Time Machine, and at Oculus Connect today he shared 5 examples of the critical lessons he's learned.
Console/PC, Smartphone/Tablet, Indie, Design

Jesse Schell's six lessons for making VR games 1
by Christian Nutt [09.23.15]
At Oculus Connect, the 20-year veteran of the space offered up the key points for making games, and talked about his team's experience developing I Expect You to Die.
Console/PC, Indie, Audio, Design, Production, VR

Get a job: Giant Sparrow seeks a Game Designer/Programmer  
by Staff [09.23.15]
Are you a programmer/designer interested in "translating feelings into randomness and back again" within the constraints of Unreal Engine 4? Unfinished Swan developer Giant Sparrow has a job for you.
Indie, Programming, Design, Recruitment

How our PR partner's rep became a liability, and what we did about it 9
by Gamasutra Community [09.23.15]
"This was the first I'd heard about us soliciting Greenlight votes with free game keys... but he included a link, and sure enough, that's exactly what our PR company was doing."
Indie, Business/Marketing

Cities: Skylines leads this year's list of Unity award winners  
by Alex Wawro [09.23.15]
Colossal Order, Squad, and Amplitude Studios were among the developers recognized by Unity this week with awards handed during the company's Unite 2015 conference in Boston.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Don't Miss: So, they made you a lead -- now what? 17
by Staff [09.23.15]
Timeless advice from Double Fine's Oliver Franzke: "What to do after you get promoted into a leadership position should be a trivial question to answer, but in my experience the opposite is true."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production

Some thoughts after 18 months as a full-time indie 45
by Gamasutra Community [09.23.15]
The sobering realities about "the first 18 months of running an indie studio, about our Kickstarter project, launching on Steam, about money and about our struggles."
Indie, Production, Business/Marketing

TGS Report: Indie devs give their take  
by Lena LeRay [09.23.15]
A dozen independent developers from near and far give their take on what it was like to exhibit in the indie area at this year's Tokyo Game Show.
Console/PC, Indie, Design, Business/Marketing

We learned a lot about VR, which is why we're dropping it from our game 6
by Gamasutra Community [09.23.15]
"All of the techniques we used are essential to project the feeling of being a child to the player. They make the player feel small, fragile and vulnerable. But unfortunately they donít work in VR."
Console/PC, Indie, Design, VR

Unity 5 UNET networking tutorial: Introducing the HLAPI 5
by Gamasutra Community [09.23.15]
This blog post will walk you through the beginnings of building a demo with Unity's networking API, so you can get to grips with how these concepts and techniques can be used moving forward.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

How Tacoma completely rethinks 'space exploration' 1
by Katherine Cross [09.23.15]
Fullbright's new game Tacoma may look similar to their previous game Gone Home. But new features like AR recordings and surface transfers create a very different play experience.
Console/PC, Indie, Design, Video

Video: How fast iteration tools made The Talos Principle possible  
by Staff [09.22.15]
Using examples from The Talos Principle's production, Croteam CTO Alen Ladavec offers advice at GDC Europe 2015 on designing fast iteration tools to develop big games as a tiny indie team.
Console/PC, Indie, Production, Video, Vault

Watch your iterations  
by Gamasutra Community [09.22.15]
"How do you know that youíve done the best game you can? How do you tell? If you want to know, and know in the easiest possible fashion, then thereís only one sure fire way: watch your iterations."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production

How I created Infinifactory's music 2
by Gamasutra Community [09.22.15]
"To underscore this kind of semi-exploratory, semi-directed problem-solving, I tried to aim the soundtrack towards a balance between active and ambient approaches."
Console/PC, Indie, Audio