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October 31, 2014
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October 31, 2014
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Updates » Indie
Don't Miss: Why devs share responsibility for YouTuber disclosure 24
by Mike Rose [10.21.14]
Gamasutra speaks with Mary Engle, associate director for Advertising Practices at the FTC, about what both YouTubers and publishers should be considering when it comes to disclosure.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Stories in games: The little things 5
by Gamasutra Community [10.21.14]
"I think itís great design to give players the choice of setting their own pace. Itís about focusing on a core game that leaves the player wanting more so they will go exploring for these details once they grasp the scope of things."
Console/PC, Indie, Design

One year after launch, The Stanley Parable surpasses 1M sold  
by Alex Wawro [10.21.14]
Developer Davey Wreden celebrated the game's one-year anniversary by confirming that The Stanley Parable has sold more than a million copies to date.
Console/PC, Indie, Business/Marketing

How to craft a prize-winning AI 15
by Gamasutra Community [10.21.14]
"I describe our authoring process (and open source tool ChatScript) and how human conversational concepts inform my design. And I show the magnitude of the task to create a top chatbot."
Indie, Programming

Breaking gender and racial barriers in Netrunner 6
by Gamasutra Community [10.21.14]
"If you play Android: Netrunner as a male character right now, more often than not youíre putting yourself at a disadvantage. I doubt thatís the result of an agenda Fantasy Flight Games, Netrunnerís developer, is advancing."
Indie, Design

Tweeting death threat at Valve doesn't work out well for Paranautical Activity developer 33
by Mike Rose [10.21.14]
UPDATE It turns out that tweeting death threats to the co-founder of Valve is really not the best idea for a PC game developer, would you believe.
Console/PC, Indie, Business/Marketing

A dance with the devil: Jason Rohrer's Cordial Minuet Exclusive 2
by Christian Nutt [10.21.14]
The iconoclastic indie (The Castle Doctrine) explains how his interest in real-money games and poker resulted in a betting game that pits players against each other in a purely skill-based contest.
Console/PC, Indie, Design, Exclusive

This Week in Video Game Criticism: IndieCade and the impact of Alien  
by Kris Ligman [10.20.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from IndieCade to how Alien: Isolation lives up to a legacy.
Console/PC, Indie, Design, Business/Marketing

Video: What it's like to make indie games as a couple 2
by Staff [10.20.14]
Claudia Molinari and Matteo Pozzi of We Are Muesli gave a great talk at GDC Europe 2014 that examines some of the naked truths of working as an indie couple, both within games and without.
Console/PC, Indie, Design, Production, Video, Vault

The role of luck: RNG isn't the answer 24
by Gamasutra Community [10.20.14]
"We've concluded that itís possible to design a compelling competitive game without luck. Possible. Not easy. Not necessarily doable. But possible."
Console/PC, Indie, Design

The 'new-platform' model - an alternate path for indies  
by Brandon Sheffield [10.20.14]
Spry Fox's entire model is built upon investing in new marketplaces, and Road Not Taken would be the first big console push for the company. That meant the game would be a big departure for the company, in multiple ways.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, GDC China

GDC Next speakers share their 'hidden gem' game recommendations  
by Staff [10.20.14]
In the spirit of boosting discoverability for games of all stripes, here are just a few of the "hidden gem" titles that GDC Next featuring ADC speakers suggest you check out.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC Next

Why we chose a free beta instead of Early Access 6
by Gamasutra Community [10.20.14]
"This exercise confirmed our feelings that Early Access really suits a long, drip-feed approach where the evolving nature of the game is fundamental to the way the game is developed and experienced."
Console/PC, Indie, Production, Business/Marketing

Steam Early Access game Space Engineers sells 1 million  
by Mike Rose [10.20.14]
Space Engineers, a sandbox space construction game that is currently on Steam Early Access, has sold more than 1 million copies.
Console/PC, Indie, Business/Marketing

The most important trait for a game designer is empathy 35
by Gamasutra Community [10.20.14]
"If you donít know how people work, you canít make stuff for people to interact with. The most talented and technical designer that lacks empathy will make something that only he/she can enjoy."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Why anything but games matters 20
by Gamasutra Community [10.20.14]
"A couple months ago, I was talking to a friend in technology media. 'Sometimes I wonder why Iím in tech,' he started saying. He paused for a beat. 'Then I think, at least Iím not in games.'"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

Tutorials, tips, and text in Unity  
by Gamasutra Community [10.20.14]
A tutorial on coding text and tips that aren't obtrusive: "any text or tips appear or disappear from non-intrusive areas of the screen at various times, and will never pause or slow down the game."
Console/PC, Smartphone/Tablet, Indie, Programming

Google Play Games SDK adds local multiplayer  
by Christian Nutt [10.17.14]
Google's game development tools get an upgrade for local matchmaking -- across all platforms supported by its tech.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

New Hampshire indies team up to build a local game dev incubator  
by Alex Wawro [10.17.14]
A group of New England indie developers are working to open Game Assembly, a co-working space and incubator program for game developers in Manchester, New Hampshire.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Video: Indies, resist the urge to 'juice it or lose it' 3
by Staff [10.17.14]
Independent game maker Folmer Kelly explains why developers might want to avoid the temptation to "juice up" their games, especially when it comes at the expense of player immersion.
Console/PC, Indie, Design, Video, Vault