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November 23, 2014
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November 23, 2014
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Updates » Indie
Don't Miss: A study of how horror games affect their players 13
by Joel Windels [10.31.14]
Usability studio Vertical Slice measures player reactions to four horror games to find out which is "scariest," how casual and core players react, and whether they get scared in the same way.
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

Another developer sees diminishing returns on Kickstarter 13
by Alex Wawro [10.31.14]
UPDATE "It’s impossible not to notice a sense of apathy towards Kickstarter these days," writes designer Agustin Cordes "In short, few people seem to be backing games these days, including our own."
Console/PC, Indie, Business/Marketing

Blog: The story of the Halloween Mod for Half-Life  
by Gamasutra Community [10.31.14]
An interview, by a fan and game design student, with the creator of a popular Halloween-themed mod from 2002: Swiss_Cheese Halloween Mod.
Console/PC, Indie, Design, Production

Thoughts on the glorification of violence 107
by Gamasutra Community [10.31.14]
"I think the glorification of violence is something that people -- particularly males -- are taught to value. I don't think it's something we would otherwise naturally value."
Console/PC, Indie, Design, Business/Marketing

GDC Next: Lecture recommendations for press  
by Simon Carless [10.31.14]
GDC organizers have helped put together a list of some of the most interesting lectures at next week's s GDC Next event, with an eye towards what would work well written up for a larger audience.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Next

Blog: Making games is hard 3
by Gamasutra Community [10.31.14]
On difficult decisions, and not being able to see the light at the end of the tunnel. "It feels like the number one enemy in any act of creation is time; there’s never enough of it."
Smartphone/Tablet, Indie, Production

The Witness artist reminds us to keep it simple, stupid Exclusive 8
by Alex Wawro [10.31.14]
"To evoke emotions through art, in games or anything else, you have to break down your medium," says The Witness artist and Twelve Minutes developer Luis Antonio.
Console/PC, Indie, Art, Design, Exclusive

Just a level solver: Why my puzzle game took over a year to complete 17
by Gamasutra Community [10.30.14]
"I was stumped. Out of optimization ideas, I considered giving up. Maybe I could just put in the best solutions I found on my own and make it a competition for my players to beat those scores?"
Smartphone/Tablet, Indie, Programming, Design

Composing an indie RPG title track 6
by Gamasutra Community [10.30.14]
On the collaborative process of working with a composer: "I gave some specific feedback... but I ultimately needed to trust his ability to polish the piece."
Console/PC, Indie, Audio, Production

Don't Miss: The neuroscience of survival horror 14
by Maral Tajerian [10.30.14]
How do survival horror games like The Evil Within work on our brains? Neuroscientist M. Tajerian unpacks the mechanism behind the scares in Amnesia, Dead Space and Silent Hill in this classic feature.
Console/PC, Indie, Programming, Art, Audio, Design

Designing a 'playable' UI that secretly teaches how to play 7
by Gamasutra Community [10.30.14]
"We could have relied on traditional, text-based tutorials, but most players would have just ignored them to then have a hard time playing the game like it’s supposed to be played."
Console/PC, Indie, Design

Developers, get ready: GDC Next kicks off on Monday  
by Staff [10.30.14]
GDC Next 2014 featuring ADC descends upon the Los Angeles Convention Center next Monday. Here's what you need to know about where to go and what to see while you're there.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Next

Creating an atmospheric, non-Euclidian environment 6
by Gamasutra Community [10.30.14]
"When the player walks off the side, they’re teleported to a corresponding point on the adjacent side and rotated ninety degrees. The result is suitably disorienting: walk long enough in a straight line and you’ll make figure-eights."
Console/PC, Indie, Programming, Design

How Spelunky helped Dan Marshall reinvent The Swindle Exclusive  
by Mike Rose [10.30.14]
Last year, developer Dan Marshall cancelled The Swindle, a game he had been working on for two years. Now the dev has resurrected the game with a new direction -- and it's all thanks to Spelunky.
Console/PC, Indie, Design, Business/Marketing, Exclusive, Video

Screencheat is a game about screencheating Exclusive  
by Mike Rose [10.30.14]
I reckon the team behind Screencheat must have been dirty rotten cheaters in the days of local multiplayer. Originally dreamt up during the Global Game Jam earlier this year, Screencheat is an experience entirely centered around looking at what everyone else is doing.
Console/PC, Indie, Design, Exclusive

Blog: Not uniting to 'beat' Greenlight, but understanding the struggle 3
by Gamasutra Community [10.30.14]
"Greenlight could have worked but it's missing one important feature: a recommendation system based on the recent activity of a user on Steam."
Console/PC, Indie, Business/Marketing

Making better tutorials and menus for mobile games  
by Gamasutra Community [10.30.14]
"If you take a critical eye to modern games and see what they’ve done well and what they haven’t, you can apply these to your own games. With a bit of thought and some testing, you can make your game a much nicer experience for everyone."
Smartphone/Tablet, Indie, Design

D.I.C.E. Award submissions now open, with two new categories 1
by Christian Nutt [10.29.14]
The Academy Interactive Arts & Sciences has opened the submission process for its annual D.I.C.E. Summit awards ceremony, and adds two new categories designed to recognize innovation.
Console/PC, Social/Online, Smartphone/Tablet, Indie

Video: Mastering the art of killing your games 8
by Staff [10.29.14]
Adam Telfer is a product lead at Wooga who had failed on at least seven projects when he spoke at GDC Europe 2014 earlier this year about Wooga's "hit filter" approach to game design and killing your darlings.
Console/PC, Smartphone/Tablet, Indie, Production, Video, Vault

Don't Miss: Amnesia developer shares 4 ways to design for horror Exclusive 5
by Kris Graft [10.29.14]
Frictional Games creative director Thomas Grip seems like a pretty affable guy. But the games he makes scare the living crap out of people.
Console/PC, Indie, Art, Audio, Design, Production, Exclusive