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May 4, 2016
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Updates » Indie
Blog: Passion is not enough! 3
by Gamasutra Community [03.24.16]
"Passion is the starting point. When used wisely, passion is what drives you to be 1% better version of yourself each and every day. When you don't know how to use it, it drives you to the point of fear."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, Recruitment

The core of Spelunky, straight from Derek Yu's new book 7
by Gamasutra Community [03.24.16]
Developer Derek Yu discusses the very earliest build of Spelunky, the core elements of the game, the importance of themes, and the relationship between artists and their influences.
Console/PC, Indie, Design

Ark dev in legal hot water over game's origin, staff 14
by Alex Wawro [03.23.16]
Kotaku reports that former Trendy dev Jeremy Stieglitz is at the heart of the case for allegedly working on Ark in secret since leaving Trendy in 2014, using technology he developed while at Trendy.
Indie, Business/Marketing

Get a job: The Chinese Room seeks a Lead Artist  
by Staff [03.23.16]
The British studio responsible for Everybody's Gone To The Rapture is looking for an experienced artist to take a lead role at The Chinese Room's studio in Brighton, England.
Console/PC, Indie, Art, Recruitment

Blog: A hierarchy of needs for creative people (such as game devs) 12
by Gamasutra Community [03.23.16]
You know how Maslow has that great Hierarchy of Needs pyramid? Let's try one for creative people.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Indie devs discuss the pros and cons of Steam refunds 35
by Joel Couture [03.23.16]
7 indie devs who've released games on Steam share their take on what's working and what isn't with Valve's refund policy. They all identified the same feature that they'd like to see changed. 
Indie, Business/Marketing

Limbo dev open-sources its Unity 5 anti-aliasing tech 4
by Alex Wawro [03.22.16]
Following a talk on the topic at GDC last week, Limbo developer Playdead has released the source code for the temporal reprojection anti-aliasing solution used in its upcoming game Inside.
Indie, Art

Video: How the studio behind Bastion creates atmosphere in games  
by Staff [03.22.16]
At GDC 2012, Supergiant's Greg Kasavin hopped onstage to explain how the (then) seven-person team went about creating an atmospheric game on a modest budget: the lauded 2011 action-RPG Bastion.
Indie, Art, Audio, Design, Video, Vault

Don't Miss: The ultra-modern stylings of Hyper Light Drifter 3
by Kris Ligman [03.22.16]
In this classic 2013 interview, Gamasutra speaks to Hyper Light Drifter devs Alex Preston and Teddy Diefenbach to get to the bottom of just what it is about the game that struck a chord with players.
Indie, Art, Design, Production

One Last Cup makes a game out of criminals' pre-heist conversation 1
by Katherine Cross [03.22.16]
The last thing you expect from a conversation between cyber-criminals before a deadly mission is a blush-inducing chat about synth pop, but One Last Cup manages to subvert expectations in more ways than one.
Indie, Art, Design, GDC

Catch up on all of Gamasutra's GDC coverage right here!  
by Staff [03.21.16]
Catch up on all of Gamasutra's coverage of last week's Game Developers Conference 2016 coverage on our special event page.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

In the wake of record-breaking attendance, GDC reveals 2017 dates 2
by Staff [03.21.16]
The 30th edition of GDC has come to a close, and in its wake organizers confirm it hosted over 27,000 attendees (a new record!) and will return (with VRDC!) in 2017 from February 27th to March 3rd.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, GDC

Blog: The importance of participating in the dev community 6
by Gamasutra Community [03.21.16]
"There will always be people who are new to the community. We can ignore them, let them fend for themselves, or we can mentor them. We can give back and teach them."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Blog: If the game industry was on fire, would we know it? 2
by Gamasutra Community [03.21.16]
"We are living in a world of endless digital content with only a finite number of people to engage with it. So it's worth remembering, it’s art first, not business, and it’s not guaranteed to pay the bills."
Indie, Business/Marketing

GDC Highlights: Diablo, experimental gameplay, odd jobs and more!  
by Bryant Francis [03.18.16]
And that's a wrap on GDC! We've got one last rundown on some of the big social topics during the show.
VR, Console/PC, Social/Online, Indie, Programming, Art, Design, Production, GDC

'Everybody loves to play': GDC microtalks 2016 3
by Simon Parkin [03.18.16]
"Everybody loves to play" was the theme of this year's GDC Microtalks, which featured top-tier speakers who had a lot to say in a little amount of time.
VR, Console/PC, Indie, Programming, Art, Design, Production, GDC

Epic's Sweeney just wants to sell Unreal Engine, as Amazon, Unity move to services 3
by Christian Nutt [03.18.16]
Unity has added analytics and advertisements, and Amazon's Lumberyard is free but tightly integrated with Amazon Web Services. Epic's Tim Sweeney says his company will focus on the engine.
Console/PC, Smartphone/Tablet, Indie, Programming, Business/Marketing

Blog: E3 is still relevant, but it's definitely changing 3
by Gamasutra Community [03.18.16]
"If the event is still relevant, then why are so many high profile publishers opting out? Hosting your own event, focusing on fans instead of only media, and avoiding the noise are all reasons some have left."
Console/PC, Indie, Business/Marketing

Analyzing why people play games, and how it changes over time 1
by Alex Wawro [03.18.16]
“The goal of this talk is to help you develop accurate empathy,” said Ubisoft's Jason VandenBerghe. “To understand what’s going on in your players’ minds so you can make accurate design decisions.”
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

What I learned from having a 'Mostly Negative' rating on Steam 14
by Gamasutra Community [03.18.16]
"Our game launched to an onslaught of negative feedback regarding a myriad of technical issues that we could not have predicted. This could have been the breaking point. But it wasn't."
Console/PC, Indie, Production, Business/Marketing