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April 16, 2014
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April 16, 2014
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Updates » Indie
Blog: The 3 contracts that every game developer needs 6
by Gamasutra Community [03.18.14]
According to attorney Zachary Strebeck, "These three contracts should be in every game developerís toolkit in order to help the development go smoothly and protect those assets."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Unity 5.0 announced, with direct-to-web, plugin-free publishing 28
by Gamasutra Community [03.18.14]
Gamasutra speaks to Unity CEO David Helgason about the latest version of the popular game engine, which adds new lighting and audio features, and WebGL support.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Video, GDC

'Magical Numbers' in board and card game design  
by Gamasutra Community [03.18.14]
"In the course of designing... I again had occasion to wonder if there is some kind of 'sweet spot' or 'magical number' of pieces and spaces for a board game (or any other kind, for that matter)."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Sony releases open source game development toolset 1
by Alex Wawro [03.18.14]
Sony announced today that its Authoring Tools Framework software, which helped build games like The Last Of Us, is now available to download and use for free under the Apache 2.0 open source license.
Console/PC, Indie, Programming, Design

Blog: Publishing a game jam game  
by Gamasutra Community [03.18.14]
"Winning the Global Game Jam is cool, but how do you conquer the commercial market with your game? It's not as easy as it sounds."
Console/PC, Smartphone/Tablet, Indie, Production

From zombie apocalypse to L.A. Cops: What's new from Modern Dream Exclusive  
by Kris Ligman [03.18.14]
Modern Dream founder Ollie Clarke, coming away from the success of last year's Typing of the Dead: Overkill, reveals two new projects -- including the studio's next game, retro shooter L.A. Cops.
Console/PC, Smartphone/Tablet, Indie, Art, Design, Production, Exclusive, Video

Why game design should feel like taking your player out on a date 3
by Alex Wawro [03.17.14]
Campo Santo's Sean Vanaman spoke at GDC 2014ís Narrative Summit about how designers can create immersive narratives by designing games with an eye towards helping players suspend their disbelief.
Console/PC, Indie, Design, GDC

'Beware The Hidden Costs Of Running A Successful Kickstarter' 1
by Simon Parkin [03.17.14]
Running a successful Kickstarter campaign can incur a tremendous personal cost. So said Steve Swink in a candid talk delivered at GDC in San Francisco this afternoon.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing, GDC

From AAA to academia: What industry veterans have learned 1
by Leigh Alexander [03.17.14]
Brenda Romero, John Romero, Warren Spector and Richard Lemarchand are all veteran game designers who became educators. On a panel, the four talked about the unique challenges and opportunities.
Console/PC, Social/Online, Indie, Serious, Programming, Design, Student/Education, GDC

Vlambeer's Performative Game Development - the way of the future 1
by Brandon Sheffield [03.17.14]
Vlambeer discusses their take on "performative development" - transparent, fan-friendly development in front of a livestreamed, early access audience.
Console/PC, Indie, Production, Business/Marketing, GDC

Building our wings: Train Jam day 3 4
by Kris Graft [03.17.14]
Itís morning as we roll into Reno, Nevada. For over 40 hours, developers have been game jamming on a train between Chicago, Illinois and Emeryville, California.

Postmortem: 'The many mistakes we made while making Little Inferno' 1
by Mike Rose [03.17.14]
Kicking off the IGS this morning, Tomorrow Corporation's Kyle Gray talked candidly about the development, launch and marketing issues behind 2012 fireplace simulator Little Inferno.
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing, GDC

This Week in Video Game Criticism: Discussion from a Critical Proximity  
by Cameron Kunzelman [03.17.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Cameron Kunzelman on topics including the first ever Critical Proximity conference and a chat on Titanfall.
Console/PC, Indie, Design

Durations: Designing games that can last longer than a lifetime  
by Gamasutra Community [03.17.14]
With One Second Typing Tutor and One Millenium Avant-Garde Band, Pippin Barr's Durations contains 10 games, and one you can't possibly hope to complete in a lifetime.
Console/PC, Indie, Design

Castlevania maestro Koji Igarashi strikes out on his own 10
by Christian Nutt [03.17.14]
The developer most closely associated with the "metroidvania" genre has left Konami to found his own independent studio.
Console/PC, Indie, Business/Marketing, GDC

Blog: Lessons learned from our Kickstarter failure 9
by Gamasutra Community [03.17.14]
From the video to the rewards and even the copy written for the campaign, this detailed blog post breaks down why Algo-Bot failed to get close to its goal despite the game's inherent appeal.
Console/PC, Indie, Business/Marketing

Q&A: Why Vlambeer returned to its roots with Luftrausers Exclusive  
by Kris Ligman [03.17.14]
Gamasutra catches up with Vlambeer's Rami Ismail to chat Luftrausers, a remake of the team's 2011 game jam experiment which Ismail considers the pinnacle of the studio's essential style.
Console/PC, Indie, Art, Audio, Design, Exclusive, Video

Searching...: Train Jam Day 2 2
by Kris Graft [03.15.14]
Editor-in-Chief Kris Graft continues to ride the rails for the inaugural Train Jam, taking place between Chicago, Illinois and Emeryville, California.

Road to the IGF: Michael Brough's Corrypt Exclusive 1
by Alex Wawro [03.14.14]
Designer/artist Michael Brough explains the design process of his Sokoban-esque Corrypt and the value he found in building a game about "making a right mess of the world so that a number can go up."
Console/PC, Smartphone/Tablet, Indie, Design, Exclusive, Video, IGF

PayPal updates its policies on crowdfunding  
by Christian Nutt [03.14.14]
After holding back funds to some notable campaigns, including those for games Yatagarasu, Skullgirls, and Dreamfall Chapters, the company updates its policies.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing