Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 3, 2015
arrowPress Releases
September 3, 2015
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Indie
Don't Miss: Approaching the tricky issue of indie game pricing 33
by Staff [07.29.15]
Dan Adelman -- formerly Nintendo's indie guy, now a consultant to independent devs -- outlines exactly why a game like the recently-released Axiom Verge is worth $20, and what goes into indie pricing.
Indie, Business/Marketing

Reminder: GDC Europe online registration closes today  
by Staff [07.29.15]
With less than 24 hours left until online registration closes today, July 29th at Midnight UTC, GDC Europe organizers are showcasing a round of conference highlights.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC, GDC Europe

Why game devs should carry a sketchbook 3
by Gamasutra Community [07.29.15]
"Hereís a bunch of examples of times where having a sketchbook was useful and some suggestions for reasons to carry one around with you."
Console/PC, Smartphone/Tablet, Indie, Production

Unity garbage collection tips and tricks 9
by Gamasutra Community [07.29.15]
"Once you start applying these principles to your own code they will quickly become second nature and you'll find yourself using them without needing think about it."
Console/PC, Smartphone/Tablet, Indie, Programming

Devs mod Soda Drinker Pro to help stroke survivors recover  
by Alex Wawro [07.28.15]
Indie dev Will Brierly's sipping simulator Soda Drinker Pro has been repurposed as a physical therapy aid for stroke survivors after a chance encounter between Brierly and Myomo intern Sean Halloran.
Console/PC, Indie, Design

Razer proposes solution to Ouya's 'Free The Games' debt 11
by Alex Wawro [07.28.15]
UPDATE Razer says that since the deal was to acquire select assets and personnel from Ouya, and not the company as a whole, it disclaims responsibility for making good on Ouya's outstanding debt.
Console/PC, Indie, Business/Marketing

Don't Miss: Why The Swindle only gives players 100 tries 6
by Phill Cameron [07.28.15]
Now that The Swindle is out, read our chat with dev Dan Marshall about his firm stance against unlimited lives, regenerating health, "aggressive tutorialization," and other challenge-sapping features
Console/PC, Indie, Design

GDC Europe EIGS Roundtable: What's the state of European indie dev?  
by Staff [07.28.15]
A few of the judges behind next week's second annual European Innovative Games Showcase at GDC Europe sit down to talk about what matters to European indie game makers.
Indie, Design, Business/Marketing, GDC, GDC Europe

On replayability: Emotion, mechanics, and necessity 4
by Gamasutra Community [07.28.15]
"Not every game needs to be replayable. ... itís not automatically, invariably a good thing, and something that developers should strive to work towards."
Console/PC, Indie, Design

Indie developers report Ouya won't pay them thousands of dollars 7
by Phill Cameron [07.28.15]
Multiple indie developers have claimed that Ouya still owes them thousands of dollars as part of their 'Free the Games' fund, none of which will be paid following Razer acquisition.
Indie, Business/Marketing

Video: Learning to love procedural art while making No Man's Sky 1
by Alex Wawro [07.27.15]
At GDC 2015, Hello Games' Grant Duncan popped up on stage to speak frankly with fellow developers about exactly how and why the studio came to procedurally generate the worlds of No Man's Sky.
Console/PC, Indie, Art, Production, Video, Vault

Don't Miss: The visual guide to multiplayer level design 16
by Staff [07.27.15]
This highly visual 2014 guide to multiplayer level design, adapted from Ben Bauer's work at Crytek by Firefall designer Bobby Ross, gives you a timeless grounding in how team-based shooters work.
Indie, Design

Game programming solutions: Jugglers and tweens 1
by Gamasutra Community [07.27.15]
"A juggler is simply an object that has a list of objects who all can animate(), and keep them running on the same time span and delta. Tweens are a sensational way to rapidly animate around everything in the game."
Indie, Programming

This Week in Video Game Criticism: Why is Gotham so empty? 3
by Kris Ligman [07.27.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from a Kill Screen review of Adam Sandler's Pixels to the strange emptiness of Arkham Knight's city streets.
Console/PC, Indie, Design

Creating the alien writing in Infinifactory  
by Gamasutra Community [07.27.15]
"Although it may have no meaning, that doesnít mean itís meaningless; on the contrary, we spent a fair amount of time designing a writing system that would look believable, alien, and fit visually within the game."
Console/PC, Indie, Art

Speeding along: Velocibox and the Malaysian indie scene 1
by Gamasutra Community [07.27.15]
"I'd say take pride in the game you are creating. Craft an experience with values and goals that matter to you, and you'll find your niche and an audience who share and appreciate your vision."
Console/PC, Indie, Design, Production, Business/Marketing

Video: Your indie dev job can let you travel the world, so go do it 1
by Staff [07.24.15]
At GDC 2013 indie dev Colin Northway (Incredipede, Deep Under The Sky) shows you how to make and release games from anywhere and reminds fellow indies to get out and see the world.
Indie, Design, Production, Video, Vault

More dirty coding tricks from game developers GDMag Exclusive 4
by Brandon Sheffield [07.24.15]
In this timeless feature from the March 2010 issue of Game Developer Magazine, we revisit the mighty kludges and well-meaning hacks that are sometimes required to get our games out the door on time.
Console/PC, Indie, Programming, Design, Production, GD Mag Exclusive

Don't Miss: The neuroscience that makes survival horror games work 14
by Maral Tajerian [07.24.15]
How do survival horror games like The Evil Within work on our brains? Neuroscientist M. Tajerian unpacks the mechanism behind the scares in Amnesia, Dead Space and Silent Hill in this classic feature.
Console/PC, Indie, Programming, Art, Audio, Design

Fool's Theory is a new Polish indie founded by an ex-Witcher dev  
by Alex Wawro [07.24.15]
Former CDPR designer Jakub Rokosz is part of the founding team of ex-AAA devs behind Fool's Theory, a new indie studio in southern Poland that's begun working on a new game using Unreal Engine 4.
Indie, Business/Marketing