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September 5, 2015
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September 5, 2015
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Updates » Indie
Don't Miss: Mike Bithell chats about pumping up the Volume 3
by Mike Rose [08.18.15]
In this classic interview, Mike Bithell reflects on his sophomore game design efforts and why the launch of Volume this week is so much different than when he released Thomas Was Alone.
Indie, Business/Marketing

Scholars are (still) calling on APA to stop linking violent games to aggression 2
by Alex Wawro [08.18.15]
A group that includes psychologists and media scholars continues to call the American Psychological Association's research into how violent games affect aggression 'misleading' and 'overgeneralized.'
Console/PC, Indie, Business/Marketing

Launching on Steam Early Access: What I did right and wrong 2
by Gamasutra Community [08.18.15]
"Hey everybody - let me tell you about my latest boneheaded mistakes so you can make all different mistakes with your launches."
Console/PC, Indie, Production, Business/Marketing

Can crunch ever be fixed in the game industry? 24
by Gamasutra Community [08.18.15]
"One of the puzzling attitudes I've seen in the games industry is companies talking about focusing on long term success, yet not taking a firm position against crunch."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Danish dev Press Play wants players to help develop its next game  
by Chris Kerr [08.18.15]
Microsoft's Press Play is looking to open up its development process to the world with new "transparent development initiative."
Console/PC, Indie, Design, Production, Video

New platform Fig adds investing to video game crowdfunding  
by Christian Nutt [08.18.15]
Spearheaded by Double Fine alum Justin Bailey, with input from Tim Schafer, Feargus Urquhart, and Brian Fargo, its first campaign is IGF winner Outer Wilds.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Stretch goals: Best practices for video game crowdfunding 9
by Gamasutra Community [08.18.15]
"DO NOT ANNOUNCE ANY STRETCH GOALS WHEN YOU LAUNCH YOUR CAMPAIGN. There is nothing to gain from announcing as you launch, and everything to lose."
Console/PC, Indie, Business/Marketing

For Oculus, the future of VR game development lies in your hands Exclusive 9
by Alex Wawro [08.18.15]
Oculus aims to stand out from the pack by emphasizing "hand presence" -- touch and finger-tracking in VR -- as core to its game design philosophy. Gamasutra chats with CEO Brendan Iribe to learn why.
Console/PC, Indie, Design, Business/Marketing, Exclusive

Don't Miss: Learning to love handicaps in competitive games 29
by Keith Burgun [08.17.15]
Rubberbanding and injected randomness can level the playing field in competitive games -- but they can also cause problems, potentially harming your game design. So why not take a look at handicaps?
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Developers, tell us your best Dirty Coding Tricks! 1
by Staff [08.17.15]
The "Dirty Coding Tricks" articles have been among the most popular on Gamasutra, and that's why we're asking you to share your stories -- so we can do a part 3!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

21 free learning resources for game developers 22
by Gamasutra Community [08.17.15]
"To prepare this list, I dug through numerous websites. I drew from countless hours spent looking for resources in the past to bring you the best, free online resources I could find and be recommended."
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production

This Week in Video Game Criticism: The poetics of ragdoll physics  
by Kris Ligman [08.17.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from an Ovid's Metamorphoses of ragdoll physics to the recurring themes in the games of The Chinese Room.
Console/PC, Indie, Design

Sketchfab to Unity using 2D toolkit 1
by Gamasutra Community [08.17.15]
"We are gonna talk about our interactive dioramas for OKHLOS, show how the 3D meshes mix with pixel art. Particularly we are going to talk about how we made them."
Console/PC, Indie, Art

Why I refused widescreen for my game 34
by Gamasutra Community [08.17.15]
"What I learned from this whole ordeal is that weird problems crop up when you least expect them and the problem is not always obvious."
Console/PC, Indie, Design

Rabbits, Fallout, and drag queens: The week in GameDevTweets  
by Staff [08.14.15]
Game developers are all over Twitter, sharing everything from tips on making games, observations on the latest news, and snarky jokes. This week: A grab-bag of funny to serious, and back.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, VR

Completing Polyglot, a database of localization text for games 4
by Gamasutra Community [08.14.15]
"Polyglot is a base for the basic translations for indie games. Instead of using money on the menus, indies could use that little money they have to localize actual unique content."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

'The itch to make and nothing to say' - Creative significance and games 11
by Gamasutra Community [08.14.15]
Paul Kilduff-Taylor recently suggested that developers concentrate on “creatively significant work” -- but what is that? What does it mean? He tackles the topic here.
Console/PC, Indie, Design, Business/Marketing

Video: Your brilliant idea has been done before -- but do it anyway 1
by Staff [08.14.15]
Real talk: Your amazing, innovative, one-of-a-kind game/story/character/song has almost certainly been done before. Probably more than once. At GDC 2014, Nika Harper explains why that shouldn't stop you.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Process: The way game design reflects life 3
by Gamasutra Community [08.14.15]
"To process something is to break it down into a series of actionable tasks. It’s a simple, powerful idea that can carry you from Earth, to hell, and back again."
Indie, Design

The key to Steam Greenlight is preparation 6
by Gamasutra Community [08.14.15]
"The first 3-5 days on Greenlight are absolutely the most important. You only have a little time in the spotlight before your project will get pushed into obscurity."
Console/PC, Indie, Business/Marketing