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May 23, 2015
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Updates » Indie
Chess: A framework for better games  
by Gamasutra Community [05.01.15]
"As designers, it is important that we understand why certain game frameworks work. Furthermore, it is important that we not only build upon previously successful models, but that we build new ones too."
Console/PC, Smartphone/Tablet, Indie, Design

Dark dreams really don't die: Swery on D4's journey to PC 2
by Brandon Sheffield [05.01.15]
Access Games' former Xbox One exclusive episodic series D4 is coming to PC. We spoke with D4 director Swery about the shift, and got a taste of season 2.
Console/PC, Indie, Design, Production

In-depth design analysis: The mechanics of strategy game Halfway 1
by Gamasutra Community [05.01.15]
A deep look into "how slight modifications of the rules lead to completely different gameplay (which is way more interesting than merely discussing what game is more 'fun')."
Console/PC, Indie, Design

Pick a feeling. Chase it. 5
by Gamasutra Community [05.01.15]
"I ask myself 'How do I want my player to feel?', 'Do all of these items on my to-do list directly relate to this?' Only the ideas and mechanics directly related to the chosen feeling make it into my game."
Console/PC, Smartphone/Tablet, Indie, Design

Novelty out of nostalgia: Josh Sawyer on Pillars of Eternity Exclusive 1
by Phill Cameron [05.01.15]
We talk to Josh Sawyer about the difficulties and opportunities of recreating the feel and style of Baldur's Gate and Icewind Dale in Pillars of Eternity.
Console/PC, Indie, Art, Design, Production, Exclusive

Think in terms of platforms, and user-gen content 2
by Gamasutra Community [04.30.15]
"With the proper use of value loops to reward value givers, thinking in terms of platforms is going to be a distinct part of the future as we go forward, since it just makes too much sense."
Console/PC, Indie, Design, Production, Business/Marketing

Implications of a global market on random success 10
by Gamasutra Community [04.30.15]
"When culture is global, and popularity is global, there is only one chart. THE chart. Everyone knows what everyone likes, and what already has coverage gets more coverage. Saturation coverage."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Exhibiting my work-in-progress game at A MAZE: What I learned 2
by Gamasutra Community [04.30.15]
"It's interesting to talk about your game with players who have a totally different background in gaming. There were casual players, console gamers, developers and designers -- all of them gave feedback."
Console/PC, Indie

Lessons in life, leadership, and game development 2
by Gamasutra Community [04.30.15]
"Being lead designer and producer for Terrachanics was the hardest thing I have ever done... I hope this post will help others create stronger, healthier relationships in their professional and personal lives."
Indie, Production

Don't Miss: Tactical level design and the metrics of space 16
by Luke McMillan [04.30.15]
In this classic 2012 feature, PhD and game educator McMillan examines how POV affects players, showcasing a variety of gameplay scenarios and different tactical choices players may be confronted with.
Console/PC, Indie, Design

See how Riot scaled up to produce League of Legends at GDC Europe  
by Staff [04.30.15]
Learn how Riot produces League of Legends and how designers large and small can seamlessly blend hand-made and procedurally-generated content in games at GDC Europe 2015 this August.
Console/PC, Social/Online, Indie, Design, Production, GDC Europe

Programming pathfinding in 2D platformers 6
by Gamasutra Community [04.30.15]
"When I was thinking about the enemies behavior of the game project Im working on, I just typed in my design document 'follow the player.' And these 3 words almost drove me crazy!"
Console/PC, Indie, Programming

Fast pre-pixel lit volumetric fog without depth pre-pass 3
by Gamasutra Community [04.30.15]
How to do great looking fog, and more: "The approach we used in Zombie Hunter, Inc. utilizes a neat way to blend depths which might be useful outside of this context."
Indie, Programming

Writing Does Not Commute's chaotic traffic tunes 2
by Gamasutra Community [04.30.15]
From concept to execution, along with a sample: Creating a '70s-influenced soundtrack for a chaotic and sarcastically funny mobile game.
Smartphone/Tablet, Indie, Audio

9 crucial game studio 'don'ts' 7
by Gamasutra Community [04.29.15]
After frustrating experiences in game dev, Martin Annander moved to a new studio -- only to find the same "don'ts" repeating there. So here's his list of what you must not do.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

Misadventures with an English game title for a non-native indie dev 14
by Gamasutra Community [04.29.15]
When creating Rect Pushers, Tapir Liu used "rect" because it's the short form for "rectangle" in programming -- but when the game went live, he learned a new word: "rectum."
Smartphone/Tablet, Indie, Business/Marketing

Mods, salutary neglect, and storks 9
by Gamasutra Community [04.28.15]
"Bottom line, there's a way for Valve and Bethesda to do this right, and if they pull it off everyone will be better off. Let's hope they figure it out."
Console/PC, Indie, Business/Marketing

@Play: Why do all these roguelikes overlook Rogue's item ID system? 1
by Gamasutra Community [04.28.15]
"The least-copied feature of Rogue is its item identification system. Of the horde of 'roguelike' and 'roguelite' games now flooding Steam, very few think to adopt this aspect."
Console/PC, Indie, Design

Don't Miss: How a mod catapulted Arma 2 to the top of Steam's charts 7
by Mike Rose [04.28.15]
In 2012 Arma 2 maker Bohemia Interactive saw "a tenfold increase in Arma 2 sales" thanks to the launch of the Day Z zombie mod. Here, Bohemia's Marek Spanel discusses why mod support is so important.
Console/PC, Indie, Business/Marketing

Soon you'll be able to launch Kickstarter campaigns in Germany  
by Alex Wawro [04.28.15]
Developers based in Germany can begin building their projects now for launch on May 12th as Kickstarter continues to spread across Europe.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing