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March 6, 2015
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March 6, 2015
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Updates » Indie
GameMaker Studio creator acquired for $16.4 million 27
by Kris Graft [02.16.15]
Game and online gambling software company Playtech said Monday said it will acquire Yoyo Games Limited, developer of the popular cross-platform game dev tool GameMaker Studio.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Road to the IGF: Elegy for a Dead World Exclusive  
by Christian Nutt [02.16.15]
There's an awful lot of discussion about the right approach to narrative in games. Elegy for a Dead World's approach is striking. It asks the player to collaborate in the creation of its story.
Console/PC, Indie, Design, Production, Exclusive, Video, IGF

11 tips for becoming an indie dev autodidact 15
by Gamasutra Community [02.16.15]
How to spend time learning about your craft by teaching yourself about it -- tips from an indie dev with no money but a hunger for knowledge.
Indie, Business/Marketing

Building an Infinifactory: How to turn science into a successful game  
by Phill Cameron [02.16.15]
Zach Barth talks about the release of Infinifactory on Steam Early Access, creating a rich story for a puzzle game, and how people react to open-ended puzzles.
Console/PC, Indie, Programming, Design, Business/Marketing

Road to the IGF: XRA's Memory of a Broken Dimension  
by Phill Cameron [02.13.15]
We talk to Ezra Hanson-White about Memories of a Broken Dimension as part of our Road to the IGF series.
Console/PC, Indie, Art, Design

Blog: The manifesto of value 1
by Gamasutra Community [02.13.15]
"It's in part a response to the position we find ourselves in when we are asked about (or criticized for) our work not being free. Value your work. Value the people who might play your work."
Indie, Design, Business/Marketing

Don't Miss: When crowdfunding reveals the realities of game dev budgets Exclusive 21
by Leigh Alexander [02.13.15]
Crowdfunding has placed game developers closer to their players, and offered more creative freedom. But new challenges await -- particularly concerning budgeting.
Indie, Business/Marketing, Exclusive

Road to the IGF: Inkle's 80 Days Exclusive  
by Alex Wawro [02.13.15]
How do you build an IGF award-nominated interactive fiction game? We chat with 80 Days co-creator Jon Ingold to find out as part of our ongoing Road to the IGF series of developer interviews.
Smartphone/Tablet, Indie, Design, Exclusive, IGF

Blog: Game development is difficult - My thoughts on that Molyneux interview 65
by Gamasutra Community [02.13.15]
"I had hoped people would learn that, difficulties are a natural part of game development and not developers actually trying to screw over fans (most of the time) or 'taking the money and running.'"
Console/PC, Indie, Production, Business/Marketing

Combining enemy types and enemy behaviors 2
by Gamasutra Community [02.13.15]
"In this tutorial, I will focus on how I managed to be able to add many types of enemies, while giving them even more different patterns. By pattern, I mean the behavior the enemies are going to adopt."
Console/PC, Smartphone/Tablet, Indie, Programming, Design

Play lovely indie games at the GDC 2015 Mild Rumpus grotto  
by Staff [02.13.15]
Beautifully indosyncratic indie video game showcase collective Wild Rumpus returns to GDC 2015 with games like Mountain, Night in the Woods, Eidolon and more.
Indie, Business/Marketing, GDC

For OlliOlli, the right soundtrack meant a better video game Exclusive 1
by Phill Cameron [02.13.15]
Simon Bennett of Roll7 explains how the studio's 2D skating game OlliOlli was close to having a thrash rock soundtrack.
Console/PC, Indie, Audio, Design, Business/Marketing, Exclusive

Here's the lineup for GDC's exciting Experimental Gameplay Workshop 1
by Staff [02.13.15]
GDC 2015 officials are excited to reveal the lineup of the ever-popular Experimental Gameplay Workshop, which includes games like That Dragon Cancer, Line Wobbler and more.
Console/PC, Indie, Design, Production, GDC

Adventures in forming groups at the Nordic Game Jam 2
by Gamasutra Community [02.13.15]
"With such a wide range of skills and people, one of the hardest moments of game jams is usually group-forming. Part of the fun of jams is to meet other jammers, and possibly find collaborators for future projects."
Indie, Production

Road to the IGF: Croteam's The Talos Principle Exclusive 1
by Leigh Alexander [02.12.15]
Philosophical first-person puzzler The Talos Principle, a sleeper hit, is is now up for the Seumas McNally Grand Prize at this year's IGF. We talk to lead designer Davor Hunski about the unique game.
Console/PC, Indie, Programming, Design, Exclusive, IGF

Don't Miss: The legacy of Defender and the joy of difficult games Exclusive 17
by Matt Barton, Bill Loguidice [02.12.15]
In this classic feature, Bill Loguidice and Matt Barton examine Eugene Jarvis' devious but delightful 1980 arcade game Defender and its descendants to understand the appeal of difficult games.
Console/PC, Indie, Design, Business/Marketing, Exclusive

Eugene Jarvis is working on a new game with the makers of Resogun 1
by Alex Wawro [02.12.15]
Long-time game designer Eugene Jarvis (Robotron, Defender) confirmed his involvement in the creation of a new game from Finnish studio Housemarque, creators of the Defender-inspired Resogun.
Indie, Business/Marketing, Video

ESL debuts eSports matchmaking toolkit aimed at indie game makers  
by Alex Wawro [02.12.15]
This week eSports firm ESL rolled out its ESL Matchmaking toolkit, a variably-priced SDK designed to allow developers to build cross-platform skill-based multiplayer matchmaking into their games.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Tips on game balancing 3
by Gamasutra Community [02.12.15]
"You should decide a game dynamic first, then use this to evaluate your balance. It is the role of design to determine these interactions, and of balancing to set parameters so things unfold as desired."
Console/PC, Smartphone/Tablet, Indie, Design

Blog: When design iteration goes wrong 5
by Gamasutra Community [02.12.15]
"Fast and continual iteration is key to making a good game. But how exactly do you iterate? When do you keep going on a feature and when do you scrap it?"
Indie, Design