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November 29, 2015
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November 29, 2015
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Updates » Indie
7 horror games (plus some movies) every designer should study 14
by Alex Wawro [10.22.15]
Gamasutra speaks to a handful of game developers from across the industry (and the world) to get their recommendations on what horror games designers should play -- and why.
Console/PC, Indie, Design

U.S. adults spending an increasing amount of time on games 10
by Christian Nutt [10.21.15]
From 44 minutes a day in 2011 to nearly 90 projected to be spent on games in 2017; it seems the U.S.' adult population is increasingly video game players.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

The designer is god--or the devil--in The Talos Principle 4
by Joel Couture [10.21.15]
The Talos Principle presents players with theological questions as well as puzzles. 'The Garden of Eden is a perfect fit for a story about creating a new intelligence,' says co-writer Jonas Kyratzes.
Console/PC, Indie, Design, Video

Tips for making your game translator and international player-friendly 1
by Gamasutra Community [10.21.15]
"I will focus on providing the right game localization instructions for game translators or your preferred game translation service. With the aim of cutting down on translator questions during the game translation timeline."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Why we made a Final Fantasy VII fan game, and what happened next 7
by Gamasutra Community [10.21.15]
"The team was psyched to work on the FFVII: Re-Imagined project, despite being unofficial. Yes, we are crazy enough to build the game, but we are not stupid."
Console/PC, Indie, Design, Production, Business/Marketing

5 ways to support your community manager 2
by Gamasutra Community [10.21.15]
"I've put together a quick list of the top 5 considerations I think would provide significant value when thinking about and supporting your community team."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Scribblenauts developer turns to Fig to fund new free-to-play RPG  
by Chris Kerr [10.21.15]
Drawn to Life, Run Roo Run, and Scribblenauts developer 5th Cell will use Fig to find funding for its new title, Anchors in the Drift.
Indie, Business/Marketing

The timely retrofuturism of point-and-click adventure Read Only Memories  
by Konstantinos Dimopoulos [10.21.15]
Developer Matt Conn discusses how Read Only Memories makes a classic game genre feel thoroughly up-to-date.
Indie, Design, Video

The four phases of game development 10
by Gamasutra Community [10.21.15]
"Iím guessing these are very recognisable steps for any one-man (indie)developer or multi-person team, but letís put it in writing!"
Indie, Production

The lessons we learned from our IndieCade judge feedback 2
by Gamasutra Community [10.21.15]
"We want to share the general critiques and feedback we received for our first game in the hopes that other game devs could benefit from the advice and knowledge of our lovely jurors."
Indie, Design

A Super Smash Bros.-inspired design, designed backwards 3
by Bryant Francis [10.21.15]
How did Dan Fornace create a Smash Bros.-style fighter without Nintendo's deep roster of pre-existing mascots? By designing characters around movesets, rather than movesets around characters.
Console/PC, Indie, Design, Video

What game devs inspire you? 8
by Christian Nutt [10.20.15]
An informal Twitter survey by Adam Saltsman shows a variety of developers getting love -- and shows the scope of the indie movement, too.
Indie, Design

Video: How to escape from the indie dev shame spiral  
by Staff [10.20.15]
Game designer & consultant Ethan Levy explores a phenomenon he calls the "indie shame spiral" ó and how to escape it -- in this brief GDC 2015 talk.
Indie, Production, Video

Apply now to be a GDC 2016 Conference Associate!  
by Staff [10.20.15]
GDC is now accepting applications for the GDC 2016 Conference Associate program from now until January 1st. Associates will receive a pass to the show in exchange for about 25 hours of work. Apply today!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, GDC

This Week in Video Game Blogging: Race, Representation and Learning from Board Games  
by Gamasutra Community [10.20.15]
This week, our partnership with game criticism site Critical Distance brings us picks on topics ranging from race and representation in games to what video games can still learn from their board game and tabletop cousins.
Console/PC, Indie

Q&A: How Dropsy fights cynicism (and clown stereotypes) 1
by Konstantinos Dimopoulos [10.20.15]
'I can't blame anyone for assuming that Dropsy is a stoner horror-comedy thing,' says Jay Tholen. But his sweet-natured take on point-and-click adventures demolishes insane clown cliches.
Console/PC, Indie, Art, Design, Production, Video

The balancing act of copyright enforcement for game developers  
by Gamasutra Community [10.20.15]
"We live in a world of grey areas, both from a legal and a business perspective. While a copyright owner often has a legal right to do something, it may not always be the best move to make, business-wise."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Spectators and players need the same thing from your game design 4
by Phill Cameron [10.20.15]
Adam Saltsman and Rami Ismail take a break from their latest games to ruminate on the surprising and positive similarities of developing a game that streams well and a game that plays well.
Console/PC, Indie, Art, Design, Production, Business/Marketing

Procedural generation: More unpredictable stuff 10
by Gamasutra Community [10.19.15]
"This is everything people love and everything people hate about procedural generation, and it defines a trench that the field has been stuck in for a very, very long time. I think it's time to get out."
Console/PC, Smartphone/Tablet, Indie, Programming

How SOMA creates existential dread 5
by Joel Couture [10.19.15]
'SOMA wasn't initially meant to be a horror game. It simply came to be horrifying due to the subject matter it was exploring.'
Console/PC, Indie, Design, Video