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November 30, 2015
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November 30, 2015
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Updates » Indie
The 5 golden rules of input 42
by Gamasutra Community [11.02.15]
"This article will give you easy to follow rules on how to support gamepad and mouse/keyboard like a world boss."
Console/PC, Indie, Programming

Why it's good to avoid large decision spaces 6
by Gamasutra Community [11.02.15]
"Thatís why Go beginners are taught on smaller boards. Smaller boards mean smaller decision spaces, and that means that players with limited experience and knowledge can still make informed decisions."
Console/PC, Indie, Design

There are over 1,600 studios and publishers in the U.S., says the ESA 13
by Christian Nutt [10.30.15]
And there are over 400 colleges and universities offering game development programs, too -- as the industry spreads across the entire country.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing, Student/Education

Is the video game market ready for polarizing games? 2
by Gamasutra Community [10.30.15]
"Corpse of Discovery is a very polarizing videogame. It is game that only resonates with an audience that has experienced some sort of loss or failure, someone who has missed out on things or regret from their choices."
Indie, Design, Business/Marketing

Astroneer's ex-AAA devs explore a strange new world of indie life 2
by Alex Wawro [10.30.15]
Three former Halo devs share lessons they've learned from transitioning to indie life, and how those learnings have shaped the way they design and market their sandbox space game Astroneer.
Indie, Design, Production

How to make a Downwell-style motion trail in GameMaker  
by Gamasutra Community [10.30.15]
"The Downwell motion trail is pretty simple aside from the fact that the trail is both blended with a different color from the player sprite, as well as every other row of pixels becoming transparent."
Console/PC, Smartphone/Tablet, Indie, Programming

Going from a big studio to being a single indie 8
by Gamasutra Community [10.30.15]
"Itís been a little over two years of near ceaseless work to get to this point and my life now is very different to when I was working in a big studio."
Console/PC, Indie, Production

Game Design Deep Dive: Undertale's action-based RPG battles Exclusive 3
by Toby Fox [10.30.15]
Undertale developer Toby Fox shares the thinking that went into the much-praised and highly unusual battle system in his popular indie RPG.
Console/PC, Indie, Design, Exclusive, Deep Dive

Understand your game, and what you're selling 1
by Gamasutra Community [10.29.15]
"What we are selling is an alternative way for people to spend their time. The graphics, the sound, the puzzles, the controls, the interaction with other players all add up to an experience."
Indie, Business/Marketing

Your 'only chance' for success is marketing your game, says Monument Valley dev 4
by Christian Nutt [10.29.15]
"Your only chance is to get better at marketing and positioning your product without compromising your creative goals."
Smartphone/Tablet, Indie, Business/Marketing

A strategy guide to selling your ideas to your boss, coworkers, and minions 1
by Gamasutra Community [10.29.15]
"The transference of an idea that has to overcome resistance (obstacles like defensiveness, busyness, disinterest, or just plain old not liking you) I call a sale."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production, Business/Marketing

Reducing perceived attack delay 3
by Gamasutra Community [10.29.15]
"I have long been interested in the ramification of control schemes on a game design, and I hope this post helps demonstrate the importance of subtle input nuances."
Indie, Design

A list of the best free and affordable game graphics resources 12
by Gamasutra Community [10.29.15]
A list of sites, compiled by a hobbyist game developer, that offer free and cheap art assets for game developers looking to get up and running without spending a lot of money.
Indie, Art

Blog: Level design in Super Mario Maker 1
by Gamasutra Community [10.29.15]
"We found that this kind of editor program can be a good way of getting into the process of level design and so we want to take this opportunity to share some advice on the topic."
Console/PC, Indie, Design

The chilling tale of the development of Costume Quest 2 2
by Gabe Cinquepalmi [10.29.15]
"I still can't believe what we were able to do in the short amount of time we had. Despite our limitations, we were able to fill this game with oodles of incredible art, animation, music, ideas, and personality."
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing

Designing Cryptark to let players dig their own grave 1
by Phill Cameron [10.28.15]
Alien Trap art director Jesse McGibney explains how their roguelike Cryptark lets players choose greater risks for greater rewards, making them feel more complicit in their frequent failures.
Console/PC, Indie, Design

Video: Analyzing the turning tide of indie game sales in 2015  
by Staff [10.28.15]
At GDC 2015 TinyBuild staffer and one-time Gamasutra editor Mike Rose breaks down sales data for indie games across various platforms to try and shed light on the state of the market now vs. in 2009.
Indie, Business/Marketing, Video, Vault

Writing a game engine from scratch 11
by Gamasutra Community [10.28.15]
"My goal is not to go into a lengthy 'Which engine should I use?' or 'Should I write an Engine?' debate here and will jump right into it."
Console/PC, Indie, Programming

The city and the RPG that never were 25
by Gamasutra Community [10.28.15]
Diary of a game that won't happen: "I have been mentioning a certain RPG on and off for the past 15 or so months and have been working on it for longer than that, but it apparently just wasn't meant to be."
Indie, Design, Production

How I squeezed a game into 48K, in the Apple II era 15
by Gamasutra Community [10.28.15]
The challenges of limited resources: "Effectively, there was only 'one thing going on' within the Apple II at any given time. There was nothing to hand anything off to."
Console/PC, Indie, Programming, History