Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 21, 2014
arrowPress Releases
October 21, 2014
PR Newswire
View All





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


Updates » Indie
Now, Steam Curators must disclose paid-for recommendations 9
by Christian Nutt [10.02.14]
Valve's new policy means that any sponsorships that result in adding games to your curation list must be revealed; additionally, developers can now pick which curators show up on their store page.
Console/PC, Indie, Business/Marketing

Considering risk in video game QA 2
by Gamasutra Community [10.02.14]
"Risk, at its core, is way to measure how 'dangerous' an area of the game is -- or how likely it is to generate serious bugs."
Console/PC, Smartphone/Tablet, Indie, Production

Solving the 'unsolvable' issue of mobility in VR 5
by Gamasutra Community [10.02.14]
"Clearly player movement and camera controls within VR worlds is a huge issue... To discuss this issue I prefer to think there are actually two problems that are often rolled into one."
Console/PC, Indie, Design, VR

Analysis: Kickstarter and video games, the first half of 2014 5
by Gamasutra Community [10.02.14]
A decline, but not a collapse: A look at the number of projects funded in the first half of this year, the money they made, and what it means for the Kickstarter landscape.
Console/PC, Smartphone/Tablet, Indie

Posing as YouTubers, scammers got Steam keys from me and sold them 44
by Gamasutra Community [10.01.14]
"So, as it turned out, roughly 70% of the keys we had given out were taken under false pretenses, or to use a more direct term, stolen. It left us asking ourselves: Were we really so blind and naive?"
Console/PC, Indie, Business/Marketing

Humble Bundle debuts curated storefronts with Yogscast partnership 2
by Alex Wawro [10.01.14]
Getting your game covered by a Yogscast YouTuber now nets you placement in a new curated storefront as the Humble Store expands its purview to encompass partner stores.
Console/PC, Indie, Business/Marketing

Don't Miss: Game artist tips from Rockstar's former art director Exclusive 4
by Kris Graft [10.01.14]
Ian Bowden is one of the most experienced artists in video game development, and his work is among the most influential. Here are some tips that helped him in the course of his career.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design, Exclusive

Blog: Solving a problem I never had - the new Steam curation 13
by Gamasutra Community [10.01.14]
A critical look at Steam's new curation system, with some suggestions on how it could be improved: "curation, in its current state, benefits developers far more than actual Steam users."
Console/PC, Indie, Business/Marketing

When a game misses its release window by four years Exclusive 2
by Mike Rose [10.01.14]
Back in the summer of 2010, I covered an intriguing music-based shooter called Substream on IndieGames.com. Four years later, Bradley's email address popped up in my inbox again, complete with a new trailer for the game.
Console/PC, Indie, Business/Marketing, Exclusive, Video

GDC 2015 is now open for registration! 2
by GDC Staff [10.01.14]
The time has come to sign up for the largest and longest-running worldwide event for game developers: Game Developers Conference 2015 is now open for registration!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Synchronizing gameplay and animation with music 3
by Gamasutra Community [10.01.14]
"Humans learn that when we see and hear things happening concurrently we can try to draw an association. So when it comes to syncing up music and game events, timing is extremely important."
Console/PC, Indie, Programming, Design

Making fast-paced multiplayer networked games is hard 7
by Gamasutra Community [10.01.14]
A practical guide to making internet play work -- the challenges and the solutions -- from an indie who wants to see more online indie games.
Console/PC, Indie, Programming

Blog: 5 things I learned from XCOM 12
by Gamasutra Community [10.01.14]
A list of lessons learned over months play, including "pump so much theme into your game that it cracks and bleeds theme blood all over the player."
Console/PC, Indie, Design

A guide to breaking away and striking out on your own 23
by Gamasutra Community [10.01.14]
How Ethan Levy went from EA to success on his own: "There are a few critical lessons to learn if you are accustomed to having a steady income stream and a team of people whose mere presence holds you accountable."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Don't Miss: Gamasutra's new podcast, Talking Devs - Desert Golfing 3
by Staff [09.30.14]
This is the first in a new podcast series from Gamasutra, called Talking Devs. The pilot episodes sees Bennett Foddy and Douglas Wilson discussing Desert Golfing on mobile.
Smartphone/Tablet, Indie, Design

Find out how to make games for a YouTube audience, at GDC Next 2014 1
by Staff [09.30.14]
GDC Next 2014 featuring ADC has two new talks to announce today: One about the keys to making a a game that goes viral; another about cross-platform games for the web and mobile.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Business/Marketing, GDC Next, GDC

Fire Hose Games' accelerator program aims to offer indies what they need  
by Christian Nutt [09.30.14]
Indie Megabooth co-founder Eitan Glinert has launched a program to help out small developers: an incubator, modeled after those in the tech world, and located at his Boston-based studio, Fire Hose Games.
Console/PC, Indie, Production, Business/Marketing

Has the new Steam clenched the holy grail of digital distribution? 8
by Gamasutra Community [09.30.14]
"I for one cautiously welcome our NewSteam overlords," writes Defender's Quest developer Lars Doucet, in this look at what the new Steam Discovery landscape has wrought.
Console/PC, Indie, Business/Marketing

52,000 buildings, 60 frames per second 5
by Gamasutra Community [09.30.14]
Solving the problem: "If you don't set hard coded limits, someone will play until they find another one -- memory, CPU, GPU, you name it."
Console/PC, Indie, Programming

Blog: What indie developers can learn from The Making of Karateka 3
by Gamasutra Community [09.30.14]
"The parallels in The Making Of Karateka to developing indie games today are uncanny. For me, reading it was an experience of universal truth, validation, and exhilaration at the unfolding story of struggle and success."
Console/PC, Indie, Design, Production