Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 6, 2016
arrowPress Releases
May 6, 2016
PR Newswire
View All

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

Updates » Indie
Latest STEM Video Game Challenge opens with a new sponsor: Nat Geo 1
by Alex Wawro [04.04.16]
Just a quick heads-up for students with game dev dreams (or parents of said students): The National STEM Video Game Challenge is now accepting entries for its annual student game design competition.
Console/PC, Indie, Design

Video: Behind the scenes of designing music and sound for Hohokum  
by Staff [04.04.16]
In a talk at GDC 2015,†Sony Santa Monica's†David Collins and Mike Niederquell talked at length about how they worked to iterate the sound design of†the idiosyncratic game Hohokum†with its†developers.
Console/PC, Indie, Audio, Design, Production, Video

Blog: How can we really improve discoverability? 19
by Gamasutra Community [04.04.16]
"So how can we improve discoverability for games? From my perspective: better communities. Replacing forums with social media has a lot of upside, but the serious downside is that our conversations about games are hidden, or at best compartmentalized."
Indie, Business/Marketing

Pitching games: What's worked so far 1
by Gamasutra Community [04.04.16]
"Always apply common sense and kindness with how you approach people, but also what you present to them. From time to time, take a step back with your pitch and ask yourself honestly if you would appreciate how you behave."
Indie, Business/Marketing

Blog: Generating procedural chess pieces  
by Gamasutra Community [04.04.16]
"Procedural generation in the end is about iteration, about 'sculpting' your algorithms until they get to a point where they have varied results, but also achieve what you need them to."
Indie, Programming

Devs Answer: What are the best ways to trick players? 3
by Bryant Francis [04.01.16]
We ask developers the best ways to trick their players on this, the day of April Fool's.
Console/PC, Indie, Design

Video: How Klei found success with an anti-social game: Don't Starve 2
by Staff [04.01.16]
Speaking at GDC 2014, Klei's Kevin Forbes shares lessons learned from developing a polarizing game -- and how you can apply those lessons to find and foster the audience that will love your game.
Console/PC, Indie, Design, Production, Video, Vault

Don't Miss: A look back at April Fool's Day in the game industry 7
by Alex Wawro [04.01.16]
From Street Fighter's fake character to Irem's fake console, in this timeless feature we look back at classic April Fool's Day hoaxes in the game industry that made us laugh, groan -- or both.
Console/PC, Indie, Business/Marketing

A musical journey through Jessica Curry's Rapture  
by Gamasutra Community [04.01.16]
"I am going to 'unpick' the extraordinary music of Jessica Curry: Christian music for video games by an atheist composer. My study will focus on her entire soundtrack output."
Console/PC, Indie, Audio

Performance-critical editor tools in Unity  
by Gamasutra Community [04.01.16]
"Of all the awesome features in Unity, I find the ability to script the editor and make it do what you want using almost the same tools and API that the original developers used to make it one of the best features available to developers."
Console/PC, Smartphone/Tablet, Indie, Programming

Interpreting analog stick input 2
by Gamasutra Community [04.01.16]
"When a game supports controllers, the player is likely using an analog stick at all times. Nailing the input processing can have a substantial impact on quality throughout the experience."
Console/PC, Indie, Programming

Blog: Breaking Chess, but just enough  
by Gamasutra Community [04.01.16]
"What if we removed experience and years of study from the equation? How much would that level the play field? What if every chess game was different and you had to learn it on the fly?"
Indie, Design

Blog: Why I canceled my Wii U game 53
by Brandon Sheffield [03.31.16]
After cancelling a small Wii U project following the firing of Alison Rapp by Nintendo, developer Brandon Sheffield discusses why, and the subsequent fallout.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

New Unreal update includes Paragon improvements, and language support  
by Christian Nutt [03.31.16]
The latest release has some not-so-insignificant improvements, of a number of different stripes -- whether your concern is international audiences or cutting-edge graphics, sound, or more.
Console/PC, Smartphone/Tablet, Indie, Programming

Reminder: GDC Europe 2016 call for talks closes on Friday!  
by Staff [03.31.16]
Just a quick reminder that the call for submissions to present lectures and panel sessions at the†Game Developers Conference†Europe†in August ends†tomorrow:†Friday, April 1st, at 11:59 PM Pacific.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Dwarf Fortress: Figuring out how to simulate the universe, one step at a time  
by Christian Nutt [03.31.16]
"If I could push a button and make it happen I would do it, but since you have to prioritize itís like weíre more on a crusade to put the narratively interesting parts of the world. We donít care about atoms and stuff."
Console/PC, Indie, Design, Production

Mable & The Wood: Expanding a prototype & wrestling with difficulty  
by Lena LeRay [03.31.16]
Andrew Stewart of Triplevision Games talked to us about how Mable & The Wood has changed since that initial Ludum Dare prototype.
Indie, Design, Video

Blog: Getting blinded by game industry trends?  
by Gamasutra Community [03.31.16]
"The video game landscape is far from random, even though it can often feel that way. Here are five summary pointers that help keep my head together, as I attempt to make better sense of the topics I cover."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Deck-builder design analysis: Epic Card Game  
by Gamasutra Community [03.31.16]
"Epic is an extraordinarily ambitious game. Its creators are trying to build a skyscraper on a cracked foundation. Whether they pulled it off is subjective, but their efforts are definitely worth a look."
Console/PC, Smartphone/Tablet, Indie, Design

How I coded realistic rope physics in my game 7
by Gamasutra Community [03.31.16]
"Getting realistic ropes working required tackling several different problems. It was mostly traveling development paths that others have already blazed and then making whatever adjustments were needed for my specific needs."
Console/PC, Smartphone/Tablet, Indie, Programming