Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
November 29, 2015
arrowPress Releases
November 29, 2015
PR Newswire
View All

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

Updates » Indie
Sublevel Zero creators on the perils and rewards of procedural generation 6
by Chris Kerr [11.10.15]
'With traditional level design you can hide things, and use smoke and mirrors to make levels look good. But with procedural generation, you can't fake that.'
Console/PC, Indie, Programming, Design, Video

Video: How to design the best camera for your side-scrolling game  
by Staff [11.09.15]
At GDC 2015 Mushroom 11 creator Itay Keren explores the theory and science of designing great camera systems for side-scrolling games, and how you can apply it to your own projects.
Console/PC, Indie, Design, Video, Vault

Texas' new video game history museum prepares to open next month 1
by Alex Wawro [11.09.15]
The National Videogame Museum expects to open its doors next month in Frisco, Texas, more than a year after the traveling video game history exhibition said it would settle down permanently.
Console/PC, Indie

How Cibele taught me to love existential sex crises 1
by Katherine Cross [11.09.15]
Nina Freeman's Cibele autobiographical game about finding romance in an MMO is a rare glimpse of what a mature portrayal of sex could look like in games.
Console/PC, Indie, Design, Video

Blog: Don't develop games full-time 8
by Gamasutra Community [11.09.15]
"12 hour work days. Severely underpaid. Constant late-night calls because timezones. Waking up in the middle of the night to check notifications for disasters during big promotions. Crunching weeks on-end with no weekends."
Indie, Business/Marketing

Defining and constructing a game's visuals 2
by Gamasutra Community [11.09.15]
"I wanted to share with you the steps I used to construct or in-game environment. It's been 9 whole months since the projected started and during that time I discovered some fun tricks."
Console/PC, Indie, Art

The power of playtesting  
by Gamasutra Community [11.09.15]
"Games are complicated. You take intricate systems of interlocking parts and then add the human factor. Seeing the game in action is going to be a better picture than all your theoretical models. It’s the real thing."
Console/PC, Indie, Design

Classic Postmortem: Guitar Hero GDMag Exclusive  
by Daniel Sussman & Greg LoPiccolo [11.08.15]
The genre defining rhythm game turns 10 today. Here's a classic postmortem of the game that first ran in Game Developer magazine.
Console/PC, Indie, Art, Audio, Design, Production, History, GD Mag Exclusive

Frankenstein's monsters: Hacking NES games  
by Gamasutra Community [11.06.15]
"Time and experience have resulted in ROM hacks that are more complex—and arguably better-designed—than their originals. I spoke with one such ROM auteur."
Console/PC, Indie, Programming

IGF 2016 celebrates a diverse lineup of over 750 entrants  
by Staff [11.06.15]
The Independent Games Festival -- the longest-running and largest showcase for independent developers -- festival has seen more than 750 entries for its 18th annual competition.
Indie, Business/Marketing, IGF

How we made adorable pins to hand out at PAX  
by Gamasutra Community [11.06.15]
"Overall, it was a huge success. An exhausting, time-consuming success. It was a little pricey in the end but I believe it was worth it to put Station Stop on the map."
Indie, Business/Marketing

Fighting indie game failure with Kickstarter 15
by Gamasutra Community [11.06.15]
"If you take one thing away from this then remember to somehow prove your game before it consumes your life. I say this with all the sincerity that comes from learning a lesson the hard way."
Indie, Business/Marketing

Light baking automation in Unity 5 7
by Gamasutra Community [11.06.15]
"In an attempt to get more baking done with less management, I created a simple script that takes care of this for any number of scenes you throw at it."
Console/PC, Smartphone/Tablet, Indie, Programming

Foam Sword is the new studio from a pair of Media Molecule vets  
by Alex Wawro [11.05.15]
Former LittleBigPlanet coder Moo Yu & Tearaway creative chief Rex Crowle have teamed up to launch Foam Sword, a London-based game company that aims to make games about "fun, friends and imagination."
Indie, Business/Marketing

Writing a game engine from scratch: Memory 7
by Gamasutra Community [11.05.15]
"This time we will cover a very important topic, that is often concidered to be something esoteric you shouldn't mess with too much. Memory Management. Spooky."
Console/PC, Indie, Programming

'Don't surprise me!', or preventing input-related frustration 2
by Gamasutra Community [11.05.15]
"Design challenges related to the contextual input scheme on our first-person platformer... The following guidelines are related to a design principle known as the Principle of Least Astonishment."
Console/PC, Indie, Design

Playing with optical illusions in Anamorphosis 1
by Lena LeRay [11.05.15]
Lucien Chen's interesting indie puzzler is all about finding the right vantage point so that hidden images become clear.
Console/PC, Indie, Design, Production, Video

Breaking the 'shmup' dogma 2
by Gamasutra Community [11.05.15]
"What I am attempting to do is to preserve the conquests and challenge that are integral to shumpping... So, let's look at some of those rules and how to subvert them."
Console/PC, Indie, Design

You need a good pitch, and here's why 13
by Tanya X. Short [11.05.15]
Most self-identified indie devs will agree that we can update the standard advice from “just make a good game” at least to “make a good game and market it well.” You also need a good pitch.
Indie, Design, Business/Marketing

The Fragility and Pain of Friendship in We Know the Devil  
by Joel Couture [11.04.15]
Friendship is a major theme of this visual novel about three teens stuck in a religious summer camp. It explores the difficulties and pain surrounding this precious aspect of our lives.
Indie, Design, Production