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May 31, 2016
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Updates » Indie
The 7 worst mistakes you can make with your game trailer 18
by Gamasutra Community [05.05.16]
"'What shouldn’t I do in my next trailer?' is the second-most-asked question I get (the first is 'how much?'). Anybody can make their own game’s trailer, but it takes craft to do it well. Here's some traps to avoid."
Indie, Business/Marketing

The basics of quick and effective meetings 6
by Gamasutra Community [05.05.16]
"Most every team that I’ve ever worked with hated meetings. They viewed them as a counterproductive waste of time where lots of people talk, everyone smiles and nods, then each person goes back to his or her desk."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Video: Designing Crusader Kings II to generate strange, emergent stories  
by Staff [05.04.16]
Few games foster emergent storytelling better than Crusader Kings II, and Paradox's Henrik Fåhraeus explains how the game was designed to do just at (and how you can do it too) in this GDC 2014 talk.
Console/PC, Indie, Design, Video, Vault

Applying old-school sports game design to a modern multiplayer game 2
by Konstantinos Dimopoulos [05.04.16]
OutOfTheBit is working on a different sort of football [aka soccer, yanks!] game. "FIFA is great, but I realize that there is probably space in the market for a fun and easy to pick up football game."
Indie, Design, Production, Video

Level design in Rogue Legacy: Down-scrolling and leaps of faith  
by Gamasutra Community [05.04.16]
"While none of these design decisions are groundbreaking, thanks to a wise balancing Rogue Legacy successfully manages to reshape a design issue or limitation into a gameplay element."
Console/PC, Indie, Design

5 minute legal lessons for devs: Game names and trademark troubles 6
by Gamasutra Community [05.04.16]
"Always do a thorough search before committing to a name, don’t pick a game name which is identical to an existing name, but if you do, be prepared to fight your corner or potentially change your game name."
Indie, Business/Marketing

The best game music production tips from GDC 2016 2
by Gamasutra Community [05.04.16]
"In this blog, I want to share some info that I thought was really interesting: Composer Laura Karpman's talk about 'Composing Virtually, Sounding Real' and audio director Garry Taylor's talk on 'Audio Mastering for Interactive Entertainment.'"
Console/PC, Smartphone/Tablet, Indie

Game Design Deep Dive: Situational awareness and player frustration in GRIP 2
by David Perryman [05.04.16]
The blinding speed of the Rollcage racing franchise left some players feeling disoriented or frustrated by unexpected crashes. Caged Element vowed to fix these issues in their spiritual successor GRIP.
Console/PC, Indie, Programming, Design, Business/Marketing, Video

No, you can't just take someone else's work off the internet to use in your game! 2
by Gamasutra Community [05.03.16]
"The internet has made all kinds of content — news articles, music, photographs, and video — easily available for anyone in the world to access. However, that doesn’t mean that it is free to take and use for your own purposes."
Indie, Production, Business/Marketing

Combining different meshes into seamless procedural characters 1
by Gamasutra Community [05.03.16]
"I wanted to have different character parts being randomized for a lot of variation. That is super simple and standard for characters that actually have good geometry to hide the seams (e.g.: clothes), but my creatures needed to be bare naked."
Indie, Programming

The past, present, and future of FMV in games 6
by Gamasutra Community [05.03.16]
From Dragon's Lair to Night Trap, to Her Story: What video in games has been used for and can be used for in the future.
Console/PC, Indie, Design

Enlisting IBM's Watson as a voice actor 2
by Gamasutra Community [05.03.16]
"I create a free IBM Bluemix account. They have a dead simple text-to-speech API: make an HTTP request with basic HTTP authentication, get a WAV file back. Now I have a folder of WAV files."
Indie, Programming

The pros and cons of procedural generation in Overland 2
by Joel Couture [05.03.16]
"There are a few things that we get from procedural generation: more emergence and unpredictability, as opposed to being a roller coaster for the player to only experience the things I wanted them to feel," says dev Adam Saltsman.
Indie, Design, Video

Microsoft moves to boost indie devs with month-long ID@Xbox promo 3
by Christian Nutt [05.02.16]
The company pioneered downloadable independent games on the Xbox 360, and promoting them with the much-missed "Summer of Arcade" -- and now it's back with something new.
Console/PC, Indie, Business/Marketing, Video

Square Enix Montreal enlists former Hyper Light Drifter, Fez devs  
by Alex Wawro [05.02.16]
Game developers Teddy Diefenbach and Renaud Bedard announced today that they'll be joining Lara Croft Go studio Square Enix Montreal to embark on a new project.
Indie, Business/Marketing

Self-publishing myths and realities  
by Gamasutra Community [05.02.16]
"Often publishers are looked at as marketing and user acquisition partners, so making a good game and hiring a marketing person should be enough. Not quite."
Indie, Business/Marketing

Devs Answer: how much did your parents support playing video games as a kid? 8
by Bryant Francis [04.29.16]
We polled developers on how their parents felt about them playing games as kids to see which ones had full support, and which ones were only able to justify it once they'd built a career on them.
Console/PC, Indie, Design

The unexpected creative genesis of Her Story  
by Christian Nutt [04.29.16]
"If all your ideas are coming from movies, that can be a problem. An artist has already gone out into the world and compressed a lot of information to create that film."
Console/PC, Smartphone/Tablet, Indie, Design

Get a job: Be a UI Artist on Rocket League  
by Staff [04.29.16]
Psyonix, the independent developer behind Rocket League, is looking for a highly skilled UI Artist to join the team working at its offices in San Diego, California.
Console/PC, Indie, Art, Recruitment

Video: Designing without a pitch - The FTL postmortem 1
by Staff [04.29.16]
FTL devs Matthew Davis and Justin Ma speak frankly at GDC 2013 about how and why they frequently altered or abandoned aspects of the game's design as they developed it to evoke a specific feeling.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Video, Vault