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July 27, 2016
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July 27, 2016
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Updates » Indie
Blog: Key resellers are worse than piracy 73
by Gamasutra Community [06.28.16]
Defender's Quest dev Lars Doucet revisits his popular "four currencies" model of game sales to examine why he actually prefers people pirate his game instead of buying from a key reseller like G2A.
Console/PC, Indie, Business/Marketing

Designing the characters of the emotionally-gripping Fragments of Him  
by Gamasutra Community [06.28.16]
Game developer Tino van der Kraan describes the design process behind the characters of the evocative Fragments of Him.
Indie, Design

Ford dealership acknowledges it lifted Firewatch art for sales promo 4
by Bryant Francis [06.27.16]
A local Massachusetts Ford dealership stumbles onto hot coals with a summer sale promotion that uses key art from Firewatch.
Indie, Art

Don't Miss: 50 common game camera mistakes -- and how to fix them 5
by Staff [06.27.16]
Thatgamecompany's John Nesky speaks passionately at GDC 2014 about the importance of good camera design in games, and what he learned about how to make a great camera in his time working on Journey.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Blog: Everything I know about writing video games I learned from pro wrestling 2
by Gamasutra Community [06.27.16]
Indie game dev David Pittman examines the structure of pro wrestling storylines, learns how to adapt them to his vampire FPS game, and draws parallels between the wrestling and game industry.
Indie, Design, Business/Marketing

Blog: Kickstarter, Steam Greenlight, and trying to build a community 8
by Gamasutra Community [06.27.16]
Stats, analysis, and lessons learned from one indie game developer's quest to bring a commercial game to market.
Indie, Business/Marketing

Blog: Implying size and complexity in video game cities  
by Gamasutra Community [06.27.16]
"You do not have to model a complete functioning city to have a believable urban environment for your game. All you have to do is simply imply the appropriate size and complexity."
Indie, Design

What Failbetter's co-founder learned from seven years of indie dev 1
by Chris Kerr [06.27.16]
"I have to say that if I had everything to do over, I'd hire slower or spend more time looking for funding or put the effort into trying to get profitable with our own stuff."
Indie, Production, Business/Marketing

Game devs weigh in on the 'Brexit' decision 8
by Alex Wawro [06.27.16]
The world is changing. Last week, the U.K. voted to exit the European Union. Now U.K. game developers, investors and others weigh in on what such a 'Brexit' means for the game industry at large.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Action Henk devs would rather you torrented their games than buy from resellers 2
by Bryant Francis [06.24.16]
The developers of Action Henk tell players to torrent their games instead of buying them from third-party key resellers.
Indie, Business/Marketing

Learn why 'idle games' click with players at GDC Europe 2016  
by Staff [06.24.16]
At GDC Europe 2016 Kongregate's Anthony Pecorella will study how "idle games" have evolved -- and what lessons game devs can learn. Prepare to get inexplicably excited about seeing numbers go up!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing, GDC Europe

Report: China is now the global leader in video game revenues 1
by Alex Wawro [06.23.16]
Heads up, game devs: China's booming games market has now overtaken the U.S. (at least, in market research firm Newzoo's estimation) to become the world's biggest source of video game revenue.
Console/PC, Social/Online, Smartphone/Tablet, Indie

Don't Miss: Why I trust Valve's judgment on seasonal sales 15
by Gamasutra Community [06.23.16]
In this timeless blog, Defender's Quest dev Lars Doucet analyzes what Valve's Steam Sales get right: "The games you see on your front page now depend mostly on you. And that's as it should be."
VR, Console/PC, Social/Online, Indie, Business/Marketing

Reminder: Join Gamasutra at the InnoGames Jam at Gamescom!  
by Staff [06.23.16]
Gamasutra is joining the inaugural InnoGames Jam at Gamescom in Cologne, Germany this August as a media partner, and you should come too! Signups close in a week!
Indie, Gamescom, GDC, GDC Europe

How Jonathan Blow found the roots of The Witness inside Braid  
by Bryant Francis [06.22.16]
Speaking with Time Magazine, Jonathan Blow offers some insights on how he arrived at the central puzzles of The Witness, and how the game connects back to his earlier title Braid.
Console/PC, Indie, Design

Video: How to get the funding your game needs 2
by Staff [06.22.16]
Game industry veteran and Execution Labs cofounder Jason Della Rocca gives an indie financing reality check and shares advice on getting the funding your game needs in this GDC Europe 2015 talk.
VR, Console/PC, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

Check out the results of GameCareerGuide's latest Game Design Challenge!  
by Staff [06.22.16]
Gamasutra's education-focused sister site GameCareerGuide offers info for game industry students and beginners -- and every 3 weeks, it also hosts a Game Design Challenge that anyone can take part in.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Hotline Miami 2 gains a full-fledged level editor  
by Alex Wawro [06.22.16]
After roughly seven months of beta testing, indie developer Dennaton Games today released the full-fledged level editor for its 2015 top-down shooter Hotline Miami 2.
Indie, Design

Sukeban Games' beguiling VA-11 Hall-A makes cyberpunk sexy  
by Katherine Cross [06.22.16]
Who knew that tending bar in 2070 could be so engaging? This indie title from Sukeban Games tasks you with mixing drinks, and listen to fascinating futuristic pub banter.
Console/PC, Indie, Design, Video

Blog: How we tweaked the dash mechanic in our action game  
by Gamasutra Community [06.22.16]
Game designer Wytze Kamp explains how he tweaked a speed boost gameplay feature in his game, Antegods.
Indie, Design