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June 25, 2016
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June 25, 2016
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Updates » Indie
Best practices for in-game ads  
by Gamasutra Community [05.17.16]
A deep and involved look at the performance of ad-based games on Kongregate, and tips for developers to make ads more effective in their titles.
Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Making an appealing trailer for a Greenlight game  
by Gamasutra Community [05.17.16]
"Whether or not this game trailer will get people interested in the game, hopefully I've given some of you an insight of what to look out for if you've never made a trailer for a game before."
Indie, Business/Marketing

Dynamic lighting in a top-down, 2D game  
by Gamasutra Community [05.17.16]
"Lighting a 2D scene using stencils is a bit counter intuitive and can get complex quickly, but the advantage is that you can apply different shadow information to different sprites."
Console/PC, Indie, Programming, Art

Devs Answer: The weirdest ways you've managed game assets and builds? 3
by Bryant Francis [05.16.16]
Sometimes asset and pipeline management demands a bit of creativity to keep the team on track. A few Gamasutra readers weigh in with some clever methods from days of yore.
Console/PC, Indie, Programming

Unity Native Plugins: A wrapper, for a wrapper, for a wrapper 1
by Gamasutra Community [05.16.16]
"That’s five layers of wrappers! It is my hope that this helps illuminate the process of creating an asset using native libraries. Is it worth it?"
Console/PC, Smartphone/Tablet, Indie, Programming launches Refinery, an early access toolset  
by Christian Nutt [05.13.16]
The indie-friendly Steam competitor levels up its offering with a flexible new solution for developers who want to share games with audiences during development.
Console/PC, Indie, Business/Marketing

Blog: No, I will not work on your game for free 10
by Gamasutra Community [05.13.16]
"Work is usually only worth what you pay for it, and I can promise you that I’m going to be continue putting in my very best effort to the gentleman who paid me on time."
Smartphone/Tablet, Indie, Business/Marketing

Surrendering control without letting go: Procedural character movement 3
by Phill Cameron [05.13.16]
Developers of Grow Home, Mushroom 11, and Prune, explain how using procedural character movement can create a more organic and responsive feel--if you're willing to cede a bit of control.
Console/PC, Indie, Programming, Design, Video

Don't miss: Animating four-legged beasts 8
by Cathy Feraday Miller [05.12.16]
"Animator Cathy Feraday Miller, who has worked on major feature films and video games, shares her techniques for animating quadrupeds in walk and run states."
Console/PC, Indie, Art

Localizing your game into Spanish? Which Spanish do you choose? 6
by Gamasutra Community [05.12.16]
"There are around 300 million native Spanish speaking people in the world spread across 22 countries. Localizing your game is the best way to reach them but then you have a choice to make: Which Spanish do you choose?"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production

How we create lively game characters with well-written dialogue 2
by Gamasutra Community [05.12.16]
"Successful writing process usually requires a lot of preparation before actually starting to write the final text. When the background work is done well, the actual writing part becomes hugely easier and quality and speed is increased too."
Console/PC, Smartphone/Tablet, Indie, Design

Biofeedback in games: The future is upon us (seriously) 4
by Gamasutra Community [05.12.16]
"The ability to integrate biofeedback into your game is now incredibly accessible. Any developer, any game -- regardless of genre, size, and goals -- can benefit from the tech available today."
Console/PC, Smartphone/Tablet, Indie, Design

Understanding procedural generation: What's 'determinism'?  
by Gamasutra Community [05.12.16]
"In this post we’ll talk about a classification system on the possible deterministic aspects of ProcGen, which makes sense especially for run-time generation (load and real-time)."
Console/PC, Indie, Programming, Design

Gamejolt announces indie games marketplace 6
by Bryant Francis [05.11.16]
Indie platform Gamejolt announces a full indie games marketplace, with tax support and extended platform options for all developers.
Indie, Business/Marketing

What's left when the game is done? Residual play artifacts  
by Gamasutra Community [05.11.16]
"Residual play artifacts are objects, whether virtual or existing in real space, that are created by the player during the process of play. I have become fascinated by what can happen when designers consciously design around this concept."
Console/PC, Smartphone/Tablet, Indie, Design

Selling in-game content, as an indie  
by Gamasutra Community [05.11.16]
"An entirely new type of career is emerging: a self-sustaining, independent content developer that creates standalone products for sale to developers across the world for use in their projects."
Indie, Business/Marketing

Our studio spent a day teaching deaf kids to make games, and here's how it went 3
by Gamasutra Community [05.11.16]
"The main take-away for running a workshop with any group of young people is to put in the hours of preparation before the day itself. You absolutely must pre-design and build the skeleton of a game of your choice."
Indie, Production

6 games that do a great job of standing out and selling themselves 6
by Bryan Lufkin [05.11.16]
Adam Saltsman, Sarah Northway, and other developers share their thoughts on 'exposure design' -- how you can design your game so that anyone glancing at it knows what it is and why it's great.
Console/PC, Indie, Business/Marketing

GDC Europe 2016 debuts Hitman, Daglow as first sessions  
by GDC Staff [05.11.16]
GDC Europe 2016 has announced first sessions, including a Hitman level design talk from Io Interactive & an inspirational talk from 45-year video game veteran Don Daglow.
Console/PC, Indie, Programming, Design, Production, Business/Marketing, GDC Europe

Get a job: The Behemoth is seeking a Senior Programmer  
by Staff [05.10.16]
"If you write super awesome code, we want you to work with us!" says the developer of Castle Crashers, which is seeking a senior programmer.
Console/PC, Indie, Programming, Recruitment