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October 8, 2015
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October 8, 2015
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Updates » Indie
After 7 years as Honeyslug, the Hohokum devs are splitting up  
by Alex Wawro [09.18.15]
After seven years working together the founders of UK indie studio Honeyslug are splitting up and going their separate ways, though Honeyslug will remain open to distribute its catalog of games.
Indie, Business/Marketing

How to pitch your game 3
by Gamasutra Community [09.18.15]
"You’re in an elevator. I’m standing there in a stupid orange hat. We have 6 seconds before the floor is hit. I ask you about what game you’re working on. Practice that reply."
Indie, Business/Marketing

What makes an indie hit? How to choose the right design 53
by Gamasutra Community [09.18.15]
NecroDancer's Ryan Clark: "In this industry it's difficult to go far without learning from others. But from whom should we learn? I think it is wisest to study developers who have been repeatedly successful."
Indie, Design, Business/Marketing

3 steps to improve your game's graphics 6
by Gamasutra Community [09.18.15]
"Resonant visuals are more than just detailed graphics. They have to be both beautiful and meaningful. In practice, your game’s aesthetics encompass both the principles of design and your overall art style."
Indie, Art, Production

How we did a panoramic photo-shoot for a VR experience 1
by Gamasutra Community [09.18.15]
"This is a (rather technical) postmortem about our VR experience Sherlock Holmes - The Wagner Ritual which was made during the Gear VR Jam 2015 and is now out on the Gear VR store."
Smartphone/Tablet, Indie, Production, VR

From scratch to PAX in 4 months: Building The Rust Belt 7
by Gamasutra Community [09.18.15]
How do you make a game look good with just a handful of months of work? The team behind The Rust Belt had six months of funding, and a goal to showcase at PAX: Here's what they had to prioritize.
Console/PC, Indie, Production, Business/Marketing

The role of randomness 7
by Gamasutra Community [09.17.15]
"Just don't make the mistake so many new designers make, which is trying to kill randomness just for the sake of killing it. Understand your tools. Learn what their strengths are."
Console/PC, Smartphone/Tablet, Indie, Design

Don't Miss: Why can't music software be a game? Enter Panoramical 5
by Mike Rose [09.17.15]
David Kanaga, the composer behind games like Proteus, DYAD, and the recently-released Panoramical, speaks in 2014 about how some of his favorite games aren't games at all.
Indie, Design

Don't Miss: Modeling epiphany in The Witness 32
by Leigh Alexander [09.17.15]
In this classic feature, Leigh Alexander catches up with Jon Blow about The Witness, and asks the enigmatic designer some questions she has always been afraid to ask him.
Console/PC, Indie, Design

Shenmue 3 developers seeking more cash through PayPal 1
by Chris Kerr [09.17.15]
Despite raising a record-breaking $6,333,296 through Kickstarter, Shenmue 3 developers Yu Suzuki and Ys Net are now trying to raise even more cash through PayPal.
Console/PC, Indie, Business/Marketing

Sponsored: Threats to success in the game industry (and how to beat them)  
by Akamai Technologies [09.17.15]
Come join cloud service company Akamai Technologies for a free webinar that explores effective ways to meet some of the most serious challenges in the business of video games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Sponsored Article

Amazon unveils Fire TV Gaming Edition 7
by Chris Kerr [09.17.15]
The newest member of the Amazon Fire family, the game orientated Fire TV Gaming Edition, will arrive on October 5.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

The tools, tips and tricks behind the spellbinding Armello  
by Gamasutra Community [09.17.15]
Experience counts, but it is the tools, resources, and established workflows that often really help us perform the impossible; create the magic and breathe the life into our projects.
Indie, Art, Audio, Production

Where have all the Flash developers gone? 47
by Gamasutra Community [09.17.15]
As everyone seems to gleefully pile on the embattled Flash, game developer Lars Doucet offers a few words in memorial as we move on to the future.
Social/Online, Smartphone/Tablet, Indie

Valiant Hearts director designs indie game to help teach music history  
by Alex Wawro [09.16.15]
Valiant Hearts co-director turned indie developer Joan Fanise talks briefly about the design goals and development process of emotive rhythm game Lost In Harmony, his studio's debut game.
Indie, Design, Video

Armello and Her Story are two of this year's 36 IndieCade nominees  
by Alex Wawro [09.16.15]
Ahead of the October festival, IndieCade organizers have nominated 36 games for awards from developers like Mary Flanagan, Sam Barlow and Ben Esposito as well as indie studios like Failbetter Games.
Indie, Business/Marketing

Video: Blending handmade detail into your game's procedural world  
by Staff [09.16.15]
At GDC Europe 2015 indie game designer Mark Johnson speaks to the difficult balance between handmade and algorithmic content in games that use both, and how devs can deftly blend them together.
Console/PC, Indie, Programming, Design, Production, Video, Vault

Obituary: Game developer Stewart Hogarth 12
by Alex Wawro [09.16.15]
Gamasutra has learned that Stew Hogarth, a game designer in Scotland known for making games like I Am Level and Super Dungeon Run, passed away yesterday at the age of 31.
Indie, Design

So your mobile game's being pirated in China... 32
by Gamasutra Community [09.16.15]
Piracy is an all-too-common nightmare for mobile game developers. In this security postmortem, a game publisher shares horror stories of IP infringement from China, and best practices to prevent and stop it.

The design decisions that turned Relativity into Manifold Garden 3
by Phill Cameron [09.16.15]
We talk to William Chyr about the design decisions the led him to change the title of his game from Relativity to Manifold Garden just a few months before release.
Console/PC, Indie, Art, Design, Production, Business/Marketing, Video