Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
December 20, 2014
arrowPress Releases
December 20, 2014
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Indie
How to get better at teaching yourself new skills 9
by Gamasutra Community [12.02.14]
"It's easy to overemphasize the need to consume educational content, but an equally important part of the learning process is to practice the skills that you are trying to learn."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: When games play to their strengths 12
by Gamasutra Community [12.02.14]
"And when games do play to their strengths the results can be astounding. Journey has more emotional resonance in its 2-hour playtime than the entirety of David Cage's oeuvre."
Console/PC, Indie, Design

How teaching kids taught me to make games 1
by Gamasutra Community [12.02.14]
"Not only was I working on the projects of the children -- I had made so many shooters for the students that I decided to put my concentrated knowledge to good use and built my own game."
Console/PC, Indie, Programming

This Week in Video Game Criticism: From Alaska to Beyond Earth  
by Eric Swain [12.01.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Eric Swain on topics ranging from Civilization: Beyond Earth to Native Alaskan folklore-inspired title Never Alone.
Console/PC, Indie, Design

How to leverage your local library as an indie 1
by Gamasutra Community [12.01.14]
"As my thirst for knowledge increased, so did the diversity of books. I started requesting Art Books, Marketing Books, Books of Faith, and even a very obscure technical book for programming Voronoi Diagrams."
Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Surpringly popular silliness: Migi Osu, a game jam postmortem  
by Gamasutra Community [11.28.14]
"In an alcohol-induced epiphany we suddenly realised that we had a good game idea and the PewDiePie game jam happened to be on the same day, so we got prototyping."
Console/PC, Indie, Design, Production

A look at a low-poly facial animation technique 2
by Gamasutra Community [11.28.14]
"Because I donít need to make the vertex counts match for each change in expression I can really push the facial animation. It also has the benefit of looking more 'hand made.'"
Console/PC, Indie, Programming, Art

What we got out of exhibiting at PAX Australia 2
by Gamasutra Community [11.28.14]
"From my perspective the event was successful due to the public response alone. We had a constant stream of attendees lining up to play for all three days."
Console/PC, Indie, Business/Marketing

Blog: The advantages of joining a bundle 4
by Gamasutra Community [11.27.14]
"My criterion is simple; when youíve reached end of your big buzz, stimulate the late buyers with the incentive of a lower price."
Console/PC, Indie, Business/Marketing

Socializing a new member in a Scrum team 9
by Gamasutra Community [11.27.14]
"Adding a new member to a team can result in conflict. Changing the group dynamic so dramatically, and without the teamís input, conflicts with Agile developmentís tenets of personal choice and team autonomy."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

IGF 2015 Student Competition sees record-setting number of entries 1
by Staff [11.26.14]
Organizers have tallied over 1,000 entries submitted to the 17th annual Independent Games Festival, with entrant records now broken across the board and Student Competition entries now available for everyone to view.
Indie, GDC

Get ready for another Train Jam game jam in 2015  
by Alex Wawro [11.26.14]
Tickets for the second annual Train Jam, which will once again take place across 52 hours on a train from Chicago to San Francisco in advance of GDC 2015, are expected to go on sale today.
Indie, Design

How important is 'clean' gameplay? 18
by Gamasutra Community [11.26.14]
"Once the gameplay became looser, the level of tuning required to make the game feel good changed, and it diluted the fundamental requirements for making jump and shoot gameplay as pristine as possible."
Console/PC, Indie, Design

Repeatable success in game production 3
by Gamasutra Community [11.26.14]
"Almost all game developers have less time, less money, less people than they need to complete what they want to achieve. They have to be smart about how the do things."
Console/PC, Smartphone/Tablet, Indie, Production

Blog: A Unity culling mask tip 4
by Gamasutra Community [11.26.14]
"The Unity Camera class has a culling mask such that each camera can be set to only display a subset of the available layers. However, I wanted to be able to change the visible layers during runtime in response to a player's actions."
Console/PC, Smartphone/Tablet, Indie, Programming

Streaming game development on Twitch: Lessons learned 4
by Gamasutra Community [11.25.14]
"I have tried to compile a number of lessons here, from both the perspective of a long time viewer of development videos/streams and that of a new game development streamer."
Console/PC, Indie, Programming, Business/Marketing

Tips for motivating your indie team: Be human 4
by Gamasutra Community [11.25.14]
"Sometimes, members who leave will have an important perspective on your project. Even if it hurts to hear that criticism, it will make your team stronger in the end."
Console/PC, Smartphone/Tablet, Indie, Serious, Production

Our Kickstarter: Scraping by without a scam, just working with fans 5
by Gamasutra Community [11.25.14]
"Every active player (and many a past player returning) was compelled to pledge. Not because they wanted to support the game, but because the rewards were irresistible for a player."
Console/PC, Indie, Business/Marketing

The science of low-polygon eyeballs 2
by Gamasutra Community [11.25.14]
"Whichever way an artist chooses she/he will have to ask themselves a question: 'How do I make the eyes look good from the side?'"
Console/PC, Indie, Art

Don't Miss: The Witness artist reminds us to keep it simple Exclusive 8
by Alex Wawro [11.24.14]
"To evoke emotions through art, in games or anything else, you have to break down your medium," says The Witness artist and Twelve Minutes developer Luis Antonio.
Console/PC, Indie, Art, Design, Exclusive