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September 4, 2015
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September 4, 2015
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Updates » Indie
Ingress developer Niantic Labs leaves Google behind  
by Chris Kerr [08.13.15]
Niantic Labs, Google's in-house game studio, and the team responsible for augmented reality cyberpunk thriller, Ingress, will soon become an independent company.
Social/Online, Indie, Business/Marketing

The challenge of responsiveness vs. naturalness in game animation 4
by Gamasutra Community [08.13.15]
Tips from a side-scrolling action game developer which "consider the animations in terms of responsiveness while trying to discuss some techniques to retain their naturalness."
Console/PC, Smartphone/Tablet, Indie, Art

Indie Fund offers useful tips for pitching  
by Christian Nutt [08.12.15]
Even if you aren't gunning to get funded by the group that backed hits like Fez and Her Story, advice offered in a new blog is helpful for anyone talking about their game.
Indie, Business/Marketing

The Flock dev: It's better to self-destruct than fade away  
by Alex Wawro [08.12.15]
"Most indie multiplayer games lose their player base within a year...We want to tackle that problem, and make sure The Flock ends with a climax after which the game will be fondly remembered."
Indie, Business/Marketing

More C# memory and performance tips for Unity 6
by Gamasutra Community [08.12.15]
"There are three areas to watch out for, where we can observe unexpected garbage generation: lists of structs, dictionaries keyed by structs, and dictionaries keyed by enums. We'll talk about these in detail."
Console/PC, Smartphone/Tablet, Indie, Programming

Body parts and motion sickness in VR 3
by Gamasutra Community [08.12.15]
Experiments with adding legs to a VR game: "Our study used an ex-post-facto design, during which the simulator sickness questionnaire was administered."
Console/PC, Indie, Art, VR

How The Flame in the Flood builds tension through motion Exclusive 3
by Phill Cameron [08.12.15]
We talk to Forrest Dowling about how the pressure of constant movement works to elevate the survival genre in The Flame in the Flood.
Console/PC, Indie, Art, Design, Production, Exclusive

Two resources to help you dig into the Steam Summer Sale results  
by Christian Nutt [08.11.15]
What effect did the incredibly popular, yearly promotion have on game developers? Two resources break it down for your perusal.
Console/PC, Indie, Business/Marketing

Get a job: Be a 2D Animator for DrinkBox Studios  
by Staff [08.11.15]
The folks who built Guacamelee! are currently working on Severed and they want an experienced 2D animator to work on a contract basis alongside the team at DrinkBox's Toronto HQ.
Indie, Art, Recruitment

Video: See the beauty and the value of supposedly 'broken' games 1
by Staff [08.11.15]
Game designer Naomi Clark takes the stage at GDC 2015 to deliver a brief, passionate paean to what she described as "weird little messy, artsy games" that "dare to be cantankerous and obtuse."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Being an indie in Japan isn't easy, says dev -- but it's getting better  
by Alex Wawro [08.11.15]
Onion Games' Yoshiro Kimura speaks candidly about how Japan's indie scene has changed, and how his encounters with other indie developers at GDC reignited his passion for making games.
Indie, Design

Give us your Dirty Coding Tricks! 1
by Staff [08.11.15]
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

Don't Miss: How to make a Rapture Exclusive 10
by Christian Nutt [08.11.15]
Dear Esther studio The Chinese Room's new first-person experience is set in a quaint town where everyone's disappeared. Here, the developer talks about prototyping and delivering story-as-gameplay.
Console/PC, Indie, Design, Production, Exclusive

Blog: The complicated dev of abuse-survivor story Enola  
by Gamasutra Community [08.11.15]
Difficult subject matter and difficult development: A game based around confronting the attacker of a rape victim, from the perspective of both its subject matter and its production.
Console/PC, Indie, Design, Production, Business/Marketing

Hacking in high school: Roguelikes in the early '80s 4
by Gamasutra Community [08.11.15]
"You'd open the door of the room and hear kids yelling across the room to their friends and project partners, see some kids playing games, some just hanging out, and others hard at work with total concentration."
Console/PC, Indie, Programming, History

The many flavors of foreign culture in games 5
by Gamasutra Community [08.11.15]
"Each culture has its own particularities, that unique way of doings things that cannot be easily described. It's not an odor nor a fragrance, but a subtle, unusual element you can't describe at first. An exotic spice."
Console/PC, Smartphone/Tablet, Indie, Art, Business/Marketing

Video: Why aren't there more sequels to indie games? 6
by Staff [08.10.15]
At GDC 2015, independent designer Sarah Northway ponders why more indies don't do sequels and shares how making multiple Rebuild games has affected her psyche -- and her wallet.
Indie, Business/Marketing, Video, Vault

Don't Miss: Everybody's Gone To The Rapture is a response to the state of game writing 3
by Dan Pinchbeck [08.10.15]
The Chinese Room's Dan Pinchbeck (Dear Esther) discusses how recent games have influenced the course of the writing for his latest project: Everybody's Gone to the Rapture.
Console/PC, Indie, Design

2D animation methods in Unity 11
by Gamasutra Community [08.10.15]
"Any approach works well enough on a toy problem, but how well would they handle a much more complex character? Our set of states here, while small, is big enough to provide a view into this important issue."
Console/PC, Smartphone/Tablet, Indie, Programming

This Week in Video Game Criticism: Against 'flow' design  
by Kris Ligman [08.10.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the war economy of The Witcher 3 to a conversation on the limits of 'flow' design in games.
Console/PC, Indie, Design