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May 22, 2013




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Updates » Indie
How to tell the internet about your new YouTube video 5
by Gamasutra Community [04.30.13]
Videos help your game stand out -- but it's hard to quantify their impact. In this post, Ryan Creighton (Sissy's Magical Ponycorn Adventure) shares facts and figures on his campaign for Spellirium.
Console/PC, Indie, Business/Marketing

Game Dev Tycoon fights piracy with piracy 25
by Kris Ligman [04.29.13]
Indie studio Greenheart Games has come up with an inspired solution to bite back at pirates of its Game Dev Tycoon, by giving them a taste of their own medicine.
Smartphone/Tablet, Indie, Programming, Business/Marketing

Video: Game Design Challenge determines humanity's last game  
by GDC Vault Staff [04.29.13]
Game Design Challenge winners from the past 10 years gathered at GDC 2013 to share their designs for the last game that humanity will ever play; only one walked away grand champion, by audience vote.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video

Four perspectives on personal games Exclusive 1
by Leigh Alexander [04.29.13]
Progressive game creators are making video games that are more expressive than ever. Here are four unique understandings of the design of personal games.
Indie, Programming, Design, Exclusive, Video

Blog: An argument for Android over consoles 5
by Gamasutra Community [04.29.13]
Jasper Smith thinks Android game devices will eclipse consoles -- which makes sense, as he's CEO PlayJam, the company behind the Android-based GameStick. But biases aside, he might have a point.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

This Week in Video Game Criticism: From Magic to Dragon's Crown 1
by Johannes Köller [04.29.13]
This week, our partnership with game criticism site Critical Distance brings us picks from Johannes Köller on topics including Dragon's Crown, how magic is modeled in games, and more.
Console/PC, Indie, Art, Design

Finding success in games 'is kind of a crap shoot' these days  
by Kris Ligman [04.29.13]
"A small four-man studio can crank out what looks like an unfinished game and make millions." The Behemoth devs share their thoughts on the 'serendipity' of market instability.
Console/PC, Indie, Production, Business/Marketing

November's GDC Next, App Developers Conference open for talk submissions  
by Staff [04.29.13]
The brand new future-focused GDC Next show in L.A. is calling for talk submissions through May 29th, alongside the co-located, non-game focused App Developers Conference.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

Q&A: Documentary aims to shed light on ugly side of video games 13
by Kris Ligman [04.29.13]
Shannon Sun-Higginson isn't deeply ingrained in any aspect of video game culture. So when she found out about gender inequality and the outright sexual harassment that takes place, she was shocked.
Social/Online, Indie

Postmortem 4-in-1: FTL, Dyad, Dragon Fantasy, War Commander 5
by Staff [04.29.13]
Four postmortems to help you stay current on every potential platform out there. Find out what went right and what went wrong in development of these noteworthy games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Unity is your CTO, says CEO David Helgason 1
by Gamasutra Community [04.29.13]
One of Gamasutra's bloggers takes on the Unity CEO, getting a bead on what he thinks the company's role is, and what for its relationship with developers should take.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Production, Business/Marketing

How can games contain and convey values? Exclusive 24
by Leigh Alexander [04.26.13]
Mary Flanagan (Critical Play) shares examples of her increasingly-analog work and its associated research to show that games can carry biases -- or they can teach about the dissolution of prejudice.
Console/PC, Social/Online, Indie, Serious, Programming, Art, Design, Production, Exclusive

The psychology of money: Why players pay (or don't) 15
by Gamasutra Community [04.26.13]
How does the human brain handle money? Understand that and you should have a better chance of understanding what players will pay for. This blog post spells it all out.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing

Blog: The genius of the game design in Monaco 2
by Gamasutra Community [04.26.13]
Penny Arcade Adventures 3 developer Robert Boyd explains the "five great ideas" that make Monaco: What's Yours is Mine a fantastic piece of design work.
Console/PC, Indie, Design

Blog: Tips for designing your video game's logo 9
by Gamasutra Community [04.26.13]
You want a logo that captures the spirit of your game and correctly communicates that to your potential audience. How do you go about it? The developers of Folk Tale expose the process.
Console/PC, Indie, Art, Business/Marketing

Why are you making games? 7
by Gamasutra Community [04.26.13]
Sometimes you hit a creative standstill. That is when it is time to do some soul searching and figure out why you're making the game you are making -- and this inspirational post suggests how.
Console/PC, Indie, Design

Now you can charge monthly subscriptions through Steam 5
by Kris Ligman [04.25.13]
Valve Software wants to make the subscription model a little more seamless. Today, the company rolled out its new Steam Subscription Plan in conjunction with indie MMO Darkfall Unholy Wars.
Console/PC, Indie, Business/Marketing

Live 'Let's Play' game exhibition descends upon Chicago  
by Kris Ligman [04.25.13]
Chicago-based cinema house will screen series of live Let's Play demonstrations from notable independent game developers.
Indie, Art

Blog: Horror games - What kind of enemy should you create? 11
by Gamasutra Community [04.25.13]
Horror games often face you off against hordes of enemies -- but there is another choice. Some games have pitted the player against a single antagonist. The two approaches are contrasted in this blog.
Console/PC, Indie, Design

The blissfully awkward controls of Surgeon Simulator 2013 Exclusive 3
by Mike Rose [04.25.13]
"We're fairly sure the real procedures are nothing like what happens in the game," Luke Williams of Bossa Studios tells Gamasutra of the company's big hit Surgeon Simulator 2013.
Console/PC, Indie, Programming, Design, Business/Marketing, Exclusive, Video