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May 27, 2015
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May 27, 2015
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Updates » Indie
You can get U.S. government grant money for your educational game 1
by Christian Nutt [04.24.15]
ďEight years ago, our programís portfolio didnít include a single educational-themed game or project. Today, about half of those projects are educational games.Ē
Console/PC, Smartphone/Tablet, Indie, Serious, Business/Marketing

Video: VR game design for indies  
by Staff [04.24.15]
As part of the GDC 2015 Independent Games Summit, a panel of indie developers with VR development experience try and shed some light on the idiosyncracies of making VR games.
Indie, Design, Video, Vault

In defense of Valve's new Steam Workshop storefronts 64
by Gamasutra Community [04.24.15]
"Iím currently working on a mod right now. I plan to release my mod for free once itís done. But as a creator, itís also nice to know that there may be an option to make some income off of future projects."
Console/PC, Indie, Business/Marketing

Lasting connections: Enduring games, enduring relationships  
by Gamasutra Community [04.24.15]
"The game wants you to connect with the players around the table. That's why we gather for board games, right? These connections don't define us, but they are the finite moments of life."
Indie, Art, Design, History

We're not even sure how we got through Steam Greenlight 5
by Gamasutra Community [04.24.15]
"So: we were most likely not anywhere close to the top 100 during a periodic batch. How, then, did we get Greenlit? We have a few possible theories."
Console/PC, Indie, Business/Marketing

Peter Molyneux: Talking to the press too early can be your undoing 7
by Brandon Sheffield [04.24.15]
Peter Molyneux, discussing his techniques for iterative development at Reboot Develop, says that talking to the press about your current idea of what your game will be can be a mistake.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

The Unity task system: An AI controller 2
by Gamasutra Community [04.23.15]
"I am going to share the system I use to control the AI of the characters in my current game. Once you grok the idea you can much more easily tweak it to your needs."
Console/PC, Smartphone/Tablet, Indie, Programming

Don't Miss: The postmortem of Never Alone's cross-cultural design Exclusive 1
by Grant Roberts [04.23.15]
Lead designer Grant Roberts offers a very thorough breakdown of what went right (and wrong) with the development of E-Line Media/Upper One Games' puzzle game about Alaska Native culture: Never Alone.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Now that I run my studio, I understand the 'insanity' of my old bosses 3
by Gamasutra Community [04.23.15]
"Now that Iím a CEO and a business owner, the tables, of course, are turned. What I realize now is that business is not the smoothly running ship that we idealize it to be."
Console/PC, Indie, Production, Business/Marketing

Learn from The Talos Principle and RuneScape devs at GDC Europe  
by Staff [04.23.15]
Croteam's Alen Ladavac and Jagex's RuneScape VP Phil Mansell join the lineup of speakers exploring the art and business of games at GDC Europe 2015 this August in Cologne.
Console/PC, Indie, Production, Business/Marketing, GDC Europe

8 lessons I learned from making a Twine game with less than 300 words 3
by Gamasutra Community [04.23.15]
"The reason I think that I was successful in finishing a game comes down to the limitations. Knowing that I only had 300 words made it easier to cut things from the game and reduce the development workload."
Console/PC, Smartphone/Tablet, Indie, Design

Never Alone wins Game of the Year at 12th Games for Change Festival  
by Phill Cameron [04.23.15]
Never Alone has been awarded Game of the Year for the 12th Games for Change Festival.
Console/PC, Indie, Design, Production, Business/Marketing

How a closed beta helped us improve our game: Findings and tips  
by Gamasutra Community [04.23.15]
"Our closed beta helped us to identify new issues and confirm the list of changes that we already discussed within the team but needed a fresh perspective for. It was a very helpful and illuminating experience."
Smartphone/Tablet, Indie, Production

Assassin's Creed creator's new project is Ancestors: The Humankind Odyssey 1
by Brandon Sheffield [04.23.15]
Patrice Desilets, Assassin's Creed director and now CEO and creative director of his own company Panache Games, announces a new project; Ancestors: The Humankind Odyssey.
Console/PC, Indie, Design, Production, Business/Marketing

If you build it: Colossal Order on Cities: Skylines modding Exclusive 2
by Phill Cameron [04.23.15]
We talk to Damien Morello of Colossal Order about the wild success of Cities: Skylines modding scene, and what it means for future development.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Don't Miss: Five PR tips indies really shouldn't read 19
by Staff [04.22.15]
Back in 2013 discoverability was a growing problem and "indie marketing guides" were legion, so Vlambeer's Rami Ismail created this tongue-in-cheek list of horribly misunderstood indie game PR tips.
Indie, Business/Marketing

How I optimized my HTML5 game from the start of development 1
by Gamasutra Community [04.22.15]
"I wanted the game to be playable on mobile, but making a game with so many enemies, large maps and full of effects was hardly compatible with current mobile devices, unless it was optimized from the start."
Smartphone/Tablet, Indie, Programming

Fixing Unity's tendency for object coupling: The MessageBus 18
by Gamasutra Community [04.22.15]
"Unity forces coupling straight from their first tutorial. Thatís absurd. In order to solve this, weíve created a Messaging system that allows objects to broadcast messages when events happen."
Console/PC, Smartphone/Tablet, Indie, Programming

Video blog: Games, puzzles, and contests 2
by Gamasutra Community [04.22.15]
Designer and lecturer Lewis Pulsipher runs down the distinctions: "pure games never have always-correct solutions to the whole game" while "you cannot lose to a puzzle, though you may give up."
Console/PC, Smartphone/Tablet, Indie, Design

Blog: We don't keep forgiving Double Fine 11
by Gamasutra Community [04.21.15]
Indie dev Rob Fearon: "'Why do we keep forgiving Double Fine?' is a question someone asked, in all seriousness, on a website today. The answer is, weirdly enough, we don't."
Console/PC, Indie, Business/Marketing