Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
June 30, 2016
arrowPress Releases
June 30, 2016
PR Newswire
View All

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

Updates » Indie
Come to GDC Europe and get practical tips on surviving your startup  
by Staff [05.31.16]
EEDAR cofounder and IEP president Greg Short has a long career in the game industry, and at GDC Europe he'll deliver a talk on "How to Survive Your Start-up."
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC Europe

The story behind post-nuclear survival game 60 Seconds! 2
by Gamasutra Community [05.31.16]
With over 200,000 players, 60 Seconds! is an indie success. But it didn't come easy. Dominik Gotojuch, founder of developer Robot Gentlemen, explains.
Indie, Design, Production, Business/Marketing

Unity drops mobile fees, debuts new 'Plus' plan in a bid to expand its reach 25
by Alex Wawro [05.31.16]
Unity's big changes include a new mid-tier pricing plan,†Unity Plus, as the cost of Unity Pro rises & all versions of Unity become capable of deploying†games†on iOS & Android at no additional cost.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

6 lessons from Mighty No. 9's lousy trailer 33
by Gamasutra Community [05.30.16]
A freelance game trailer maker has some key takeaways from the widely-panned trailer for the action game Mighty No. 9.
Console/PC, Indie, Business/Marketing

#SelfieTennis Q&A: Mixing goofiness, bloodlust, sports, and unicorns  
by Joel Couture [05.30.16]
#SelfieTennis is a VR room-scale game for the HTC Vive. Also, it's completely insane. We spoke to Julie Heyde of the studio VRUnicorns about the making of the game.
Indie, Design, Production, Video

Rez's Mizuguchi reflects on his 'unorthodox' route into game dev  
by Alex Wawro [05.27.16]
"I wanted to make games with the future in mind," writes Tetsuya Mizuguchi in a new Edge feature. "The interviewer said to me: ĎYou are kind of out there, but we could probably use someone like you.'"
Console/PC, Indie, Design

Come to GDC Europe for tips on coworking with devs to make better games  
by Staff [05.27.16]
Heads up, European devs:†GDC Europe†is just months away,†and today conference organizers are†pleased to debut an intriguing session on the growing popularity (and power!) of game hubs across Europe.
Console/PC, Indie, Production, GDC Europe

7 games with great learning curves that all developers should study 10
by Richard Moss [05.27.16]
Which games offer a masterclass in how to design a well-shaped learning curve?Corey Davis of Psyonix,†Chris Bourassa of Red Hook, and†Global Game Jame co-founder Ian Schreiber weigh in.
Console/PC, Indie, Design

Video: How Campo Santo crafted the world of Firewatch 2
by Staff [05.26.16]
At GDC 2016, Campo Santo lead artist Jane Ng breaks down the art production challenges encountered in†making the world of Firewatch, which is set in the late-'80s Wyoming wilderness.
Console/PC, Indie, Art, Design, Production, Video, Vault

Don't Miss: No Consoles For Old Men - Ageism in the game industry 86
by Gamasutra Community [05.26.16]
In this timeless blog, veteran dev David Mullich write how, after a long career encompassing many highly-regarded games, "no game studio or publisher seemed willing even to give me a phone interview."
Console/PC, Indie, Production, Business/Marketing

Blog: Uncover your hit game idea faster (or, the importance of moving on) 2
by Gamasutra Community [05.26.16]
As indie devs, itís not a lack of creativity that prevents us from realizing our dreams: itís a lack of time.
Indie, Design, Production

Devs sign on for No Goblin's 4th annual 'Men of Game Dev' calendar  
by Alex Wawro [05.25.16]
Developers from studios like Iron Galaxy, Bungie, and Naughty Dog are among the twelve slated to appear in this year's crowfunded calendar, a tongue-in-cheek send-up of stereotypical pinup calendars.
Console/PC, Indie, Business/Marketing

Don't Miss: What does a game designer do, exactly? 9
by Gamasutra Community [05.25.16]
In this classic blog post, designer Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer a seemingly ever-present question.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

How Klang shows another way to do music-inspired game design  
by Bryant Francis [05.25.16]
Think music-based design just has to be about guitar heroes and dancing revolutions? Indie platformer Klang has a few tricks to show how music can influence your game.
Indie, Design, Video

Failbetter co-founder Alexis Kennedy leaving studio after 7 years  
by Chris Kerr [05.25.16]
"Weíve built something thatís changed the world, ever so slightly. But itís been seven years in one place, and Iím too busy running the company to do enough of the creative work I love."
Console/PC, Indie, Business/Marketing

Survivor error: Don't learn the wrong lessons from success  
by Gamasutra Community [05.25.16]
"When the focus is just on the things that fared well, it's easy to overlook certain traits that we take for granted. Sometimes, these are the qualities that end up being crucial towards the success of the end product!"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Inaugural IndieCade Europe conference heading to Paris this November  
by Chris Kerr [05.25.16]
"The conference is complemented by workshops covering a range of topics, from introductions to popular digital gamemaking tools to hands-on game design lessons."
Indie, Business/Marketing

Integrating a Unity game with Steamworks 2
by Gamasutra Community [05.25.16]
"Steamworks SDK is distributed as a native DLL file (*.so when talking about Mac and Linux). In order to make it work with Unity you have to create a binding. Fortunately such binding already exists!"
Console/PC, Indie, Programming

Blog: Achievements are permission 3
by Gamasutra Community [05.24.16]
"Achievements, be they for getting every ending or finding every doodad, encourage the player to explore choices not make them. It encourages a distance between the player and their choices."
Console/PC, Smartphone/Tablet, Indie, Design

Budgeting for audio in your game's crowdfunding campaign 10
by Gamasutra Community [05.24.16]
"As a composer and sound designer for games, Iíve been asked many times for my rate(s) in anticipation of a crowd funding campaign. Given the frequency of these requests, I want to share my thoughts."
Indie, Audio, Business/Marketing