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April 18, 2015
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Updates » Indie
Soon you'll be able to sign up for Valve's Vive VR dev kit 1
by Christian Nutt [03.27.15]
Company spokesman Doug Lombardi says that Valve plans to launch a sign-up site for free (and likely extremely limited) dev kits next as early as week.
Console/PC, Indie, Business/Marketing, VR

How to implement in-game player feedback forms 1
by Gamasutra Community [03.27.15]
"As developers we need to make it as frictionless as possible for players to communicate feedback to us - otherwise most won't bother. This is the beauty of this system."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Running an indie studio: Biz lessons, one year in 2
by Gamasutra Community [03.27.15]
A year in to running SassyBot Studio, Elwin Verploegen shares tips on running a business -- from the initial founding agreements to accounting and planning development.
Indie, Business/Marketing

GDC Europe 2015 call for papers ends soon!  
by Staff [03.27.15]
Game makers, take note: The call for submissions to present lectures and panel sessions at the 2015 Game Developers Conference Europe closes Monday, March 30.
Console/PC, Social/Online, Smartphone/Tablet, Indie, GDC, GDC Europe

5 awesome hacks for exhibiting your indie game at PAX or GDC 2
by Gamasutra Community [03.27.15]
"With a limited budget, itís critical to be as efficient as possible, and small edges really add up. These tricks likely made hundreds of real dollars of difference in the effectiveness of our booth."
Indie, Business/Marketing

How we, as devs, can engage and contribute to our local community 3
by Gamasutra Community [03.26.15]
"Community engagement is something weíve always been involved with since the get-go. Itís a side activity for us, but nevertheless important, and about high time we put together a summary of our activities."
Indie, Business/Marketing

Don't Miss: Successful principles of an indie game bottom feeder 46
by Jeff Vogel [03.26.15]
Going indie? Find an underserved niche audience, "accept what you can't change, be as awesome as you can, charge what you're worth, and stand proud," writes Spiderweb Software's Jeff Vogel.
Console/PC, Indie, Design, Production, Business/Marketing

Level design for melee combat systems: Talking to the experts 8
by Gamasutra Community [03.26.15]
On combat, with God of War's Alex Sulman, DmC: Devil May Cry's Rahni Tucker, The Last of Us' Anthony Newman, Aztez's Ben Ruiz, Dead Island 2's Daniel Nordlander, Killzone's Doug Walker, and others.
Console/PC, Indie, Design

Road to SXSW: The ups and downs of showing off our game 2
by Gamasutra Community [03.26.15]
A critical look at SXSW's indie area -- a very different environment than PAX or GDC: "What went right, what went wrong, and then summarize with what I think should happen in the future."
Indie, Business/Marketing

How we replaced Steam Workshop with Google App Engine  
by Gamasutra Community [03.26.15]
"We have found Google App Engine to be an incredible resource for our server infrastructure. This allowed us to build a scalable backend that handles authentication, workshop uploads, and build distributions."
Console/PC, Indie, Programming

Thinking about people: Designing games for social simulation 4
by Gamasutra Community [03.26.15]
Mitu Khandaker-Kokoris (Redshirt) comprehensive look at the elements that are essential to a good social simulation, and how those things have worked in existing games, both AAA and indie.
Console/PC, Smartphone/Tablet, Indie, Design

Valve updates devs on the Steam Discovery changes 1
by Christian Nutt [03.25.15]
"Thanks to the Discovery Update, customers appear to be getting better and more personalized information, and acting on it," the company says, in a new blog post.
Console/PC, Indie, Business/Marketing

One Life Left vs. Gamasutra GDC Podcast #3: Talkin' Butt Sniffin' Pugs and more  
by Staff [03.25.15]
Revisit GDC 2015 with our guests including Mike Bithell (Volume) Cliff Harris (Positech), Christy Marx (Zynga), Drew Murray (Insomniac) and a chat about Butt Sniffin' Pugs.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Podcast, GDC

Video: How theater influenced the design of Kentucky Route Zero  
by Staff [03.25.15]
Cardboard Computer's Tamas Kemenczy delivers an intriguing GDC 2014 talk about the the environment design and cinematography of Kentucky Route Zero.
Console/PC, Indie, Design, Video, Vault

From snakes to threads: Modularity with logic and graphics 1
by Gamasutra Community [03.25.15]
"Keeping logic and graphics separate might perhaps look like an elaborate exercise of style at a first glance, but really pays back during the development stages, because of its modularity and flexibility."
Console/PC, Smartphone/Tablet, Indie, Programming

Unity 5: Making the most of updating - Lighting and shaders 3
by Gamasutra Community [03.25.15]
"Unity's new Standard Shader is meant to handle most of the materials you'll need, and it certainly lives up to that for us." Here's how you use it -- script included.
Console/PC, Smartphone/Tablet, Indie, Programming

Sunless Sea sales and funding deep dive: Kickstarter 3
by Gamasutra Community [03.25.15]
"We launched our Kickstarter campaign on 3rd September 2013. The funding goal was £60,000. We received £100,803 (168% of our funding goal) from 4,271 backers."
Console/PC, Indie, Business/Marketing

Game dev summer camp snags Swedish game industry talent as mentors  
by Alex Wawro [03.25.15]
Jens Bergensten and Avalanche Studios founder Christofer Sundberg are among the six game industry figures who have signed on to mentor participants in the upcoming Stugan game dev accelerator program.
Console/PC, Indie, Business/Marketing

Let's get real about the financial expectations of 'going indie' 29
by Bryant Francis [03.25.15]
There are many ways to measure the distance between "going indie" and independent sustainability in the world of game development. We talk to a few devs about their very real struggle to survive and thrive.
Indie, Business/Marketing

Gaming the system: How we actually got more women making games 4
by Gamasutra Community [03.24.15]
"Nobody ever asks how to actually get more women making games, and being happy making games. It's a shame, because that's actually a question I'd have an answer for."
Indie, Business/Marketing