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December 18, 2014
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December 18, 2014
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Updates » Indie
GDC's Experimental Gameplay Workshop needs your crazy prototypes  
by Staff [11.07.14]
The perennially popular Experimental Gameplay Workshop returns to GDC in 2015, and the event's organizers have issued a call for submissions of new "experimental" video games and prototypes.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

Coming to grips with testing your game, as an indie 7
by Gamasutra Community [11.07.14]
It's too dangerous to not test your game with players. "Being stuck back in the denial stages of believing self-testing is possible means pushing out work that is ready to blow up or be dead-on-arrival."
Console/PC, Smartphone/Tablet, Indie, Production

How to set up third-party version control in Unity 7
by Gamasutra Community [11.07.14]
A quick and simple guide. "I'm no expert on the subject, but I hope this helps someone or puts him on track on what to do to keep yourself and your team sane enough when managing it."
Console/PC, Smartphone/Tablet, Indie, Programming

The evolution of turn-based AI in Shadowrun 7
by Gamasutra Community [11.07.14]
"Giving the designers the ability to iterate on AI behavior by themselves allowed for updates to be made on an order of magnitude faster than our previous system."
Console/PC, Indie, Programming

Implementing a replay system in Unity, and how I'd do it differently next time 3
by Gamasutra Community [11.06.14]
"Here’s how I went about implementing a deterministic replay solution in Unity version 4.2 and 4.3, requiring only recording and replaying the player’s inputs."
Console/PC, Indie, Programming

Don't Miss: Dirty coding tricks for game developers 58
by Brandon Sheffield [11.06.14]
When the schedule is shot and a game needs to ship, programmers may employ some dirty coding tricks to get it out the door. This classic Game Developer feature reveals nine real-life examples.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

The full story of how Moon Hunters made a success of its Kickstarter campaign 19
by Gamasutra Community [11.06.14]
On a CAD$45,000 ask, they got $178,986. "If you’re reading this hoping to understand our strategy, here it is: we tried to convince our fans it was worth their time and energy to tell their friends, family, and the world."
Console/PC, Indie, Business/Marketing

Don't Miss: Do previews still matter to developers? 13
by Alex Wawro [11.05.14]
Gamasutra investigates what value preview coverage still holds for developers and PR professionals, if any, and how the media's shift away from traditional previews may affect the way games are made.
Console/PC, Social/Online, Indie, Business/Marketing

Video: Lessons learned from designing games for disabled players  
by Staff [11.05.14]
Expert Ian Hamilton spoke about the topic at GDC 2014 earlier this year, sharing sucess storie and lessons learned from when developing accessible games for disabled players hasn't gone well.
Console/PC, Indie, Design, Video, Vault

How do young people think about games? Find out at GDC 2015  
by Staff [11.05.14]
Well-known educator and author Rosalind Wiseman is teaming up with game industry personality Ashly Burch to tackle a challenging topic at GDC 2015: How do young people feel about modern video games?
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

The rough stuff: Why every team needs a 'business' person 9
by Gamasutra Community [11.05.14]
"It might be you who deals with the financial part. It might be you who needs to not exhibit and go track down the Microsoft rep to chat with, even though talking business is the last thing you want to do right then."
Indie, Business/Marketing

Digital games platform Desura changes hands again  
by Mike Rose [11.05.14]
Last year, Second Life developer Linden Lab acquired digital distribution service Desura in a surprise move. Just over a year later, Desura has once again been acquired.
Console/PC, Indie, Business/Marketing

Creating a procedural mosaic using Voronoi diagrams 6
by Gamasutra Community [11.05.14]
"I thought it would be interesting if I captured a real moment from the fight. So to do that, I decided the best way forward was to actually capture a frame from the 3D scene and see if I could get this to look like a mosaic."
Indie, Programming, Art

Charting Adrift's journey from concept art to publishing deal  
by Alex Wawro [11.04.14]
Adam Orth and the rest of the core Adrift development team share what they learned while taking their game from concept art to a polished prototype that netted them a publishing deal.
Console/PC, Indie, Production, GDC Next

IGF 2015 welcomes packed lineup of Main Competition entrants 2
by Staff [11.04.14]
The 17th annual Independent Games Festival -- the longest-running and largest showcase for independent developers -- festival has seen more than 600 entries for its Main Competition once again.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, IGF

No More Excuses: Why quality game audio is easier than ever 2
by Alex Wawro [11.04.14]
Veteran sound designer Damian Kastbauer believes audio production these days is a breeze -- and that means you have no excuses not to make your game sound great.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Audio, GDC Next

Video: Understanding how analytics help you make better games  
by Staff [11.04.14]
Understanding analytics data is critical if you want to make your best games. Epic Games' Jim Brown shows you how, using examples from Fortnite's development, in this GDC Europe 2014 talk.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

See how third-party developers can make your game better at GDC  
by Staff [11.04.14]
No matter how good your game is, CCP Games technical designer Blok-Andersen is betting it could probably be improved if you opened it up to third-party developers. At GDC 2015, he'll show you how.
Console/PC, Social/Online, Indie, Production, GDC

Blog: Struggling toward the right narrative system 1
by Gamasutra Community [11.04.14]
Why upcoming VR game Darknet went with a "minimal, flexible, nonlinear, decentralized story system," and how the developer pulled it off.
Console/PC, Indie, Design, VR

How 17-Bit survived cross-platform dev on Skulls of the Shogun 2
by Alex Wawro [11.03.14]
The engineering wizard who helped make cross-platform multiplayer possible on Skulls of the Shogun runs down some of 17-Bit's big challenges in launching the game across XBL, PSN, Steam and mobile.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC Next