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July 3, 2015
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Updates » Indie
The buying habits of hardcore PvP gamers 5
by Gamasutra Community [05.29.15]
Developers of MMO Das Tal surveyed their likely players -- and found out about platform and purchasing-style preferences. Useful info for those targeting a very core audience.
Console/PC, Indie, Business/Marketing

10 things you should know about artists  
by Gamasutra Community [05.29.15]
An experienced industry artist compiles a short and readable a list of important things about how artists work, with help from her peers -- essential reading for collaborators from other disciplines.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Art, Production

The facts and figures behind Fingle dev Game Oven, and its closure 11
by Gamasutra Community [05.29.15]
From critically acclaimed to closing up shop: Dutch developer Game Oven achieved international notoriety for games like Fingle and Bounden, but called it quits. Here's the whole story.
Smartphone/Tablet, Indie, Production, Business/Marketing

Video: What playing poker taught me about designing game AI  
by Staff [05.28.15]
At GDC 2015 Intrinsic Algorithm's Dave Mark shares a newfound love of poker, some of the logic required in playing the game, and how it relates to AI problems that developers face on a daily basis.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Video, Vault

How to justify game jams 1
by Gamasutra Community [05.28.15]
"When you’re a hobbyist or are putting smaller games out regularly, there’s usually no reason NOT to do a game jam. But how do you justify them when you’re working on a larger scale project?"
Console/PC, Indie, Production

Saying goodbye to game grad school: A personal postmortem  
by Gamasutra Community [05.28.15]
"There are so many arcs and characters from NYU and the events surrounding my time there that these years are really just the latest book in a series that’s finally found its footing."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing, Student/Education

Godus developer 22Cans 'reboots' under new chief Simon Phillips  
by Alex Wawro [05.28.15]
Peter Molyneux's studio 22Cans is making a show of hiring fresh talent and making some staffing changes to "reboot" the company, chief among them being naming recent hire Simon Phillips the new CEO.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

An approach to balancing game economies using spreadsheets  
by Gamasutra Community [05.28.15]
"At a high level, these are the techniques I use in Excel to accomplish this common task in a way that keeps my economy organized and ensures that it is easy to maintain and update."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

An indie game with 60 million players? The story of Transformice 11
by Gamasutra Community [05.28.15]
Four years in to creating a game that spiked in popularity beyond its developers wildest dreams: A postmortem of boom times, a changing business model, and a studio's transformation.
Console/PC, Indie, Art, Design, Production, Business/Marketing

Postmortem: A story-driven roguelike, Sproggiwood 2
by Gamasutra Community [05.28.15]
"Conquering a rival civilization -- and concealing your imperialist intentions in rhetoric -- is a difficult task. Likewise is developing a mechanically novel, thematically rich hybrid game."
Console/PC, Indie, Design, Production

Getting metroidvania Environmental Station Alpha into the world 1
by Gamasutra Community [05.28.15]
Developing a metroidvania over three years: A candid look back at the iterative design process for a 2D indie game.
Console/PC, Indie, Design, Production

Game Design Deep Dive: Darkest Dungeon's Affliction System Exclusive 3
by Tyler Sigman, Chris Bourassa [05.28.15]
Chris Bourassa & Tyler Sigman of Red Hook Studios: "We wanted to capture the human response to stress. Any person can break under pressure, and people break in different ways."
Console/PC, Indie, Design, Exclusive, Deep Dive

Oculus Rift price teased; new input solution to show at E3 in June 5
by Christian Nutt [05.27.15]
News out of the Code Conference comes via Oculus VR CEO Brendan Iribe, who drops a few more details on what you'll expect to pay and how the tech might evolve.
Console/PC, Indie, Business/Marketing, VR, E3

Cosmic Picnic is the next step for these former Battlefield devs  
by Alex Wawro [05.27.15]
A coterie of Swedish developers have quit their posts at Ghost Games and EA DICE to found Cosmic Picnic, a new indie studio based out of Stockholm.
Indie, Business/Marketing

Flash deal site sells game for $1 without developer permission 1
by Alex Wawro [05.27.15]
UPDATE A British indie studio and its publisher are involved in a public imbroglio over the studio's game Standpoint, which was put on sale for a minimum price of $1 at a flash deal site without permission.
Indie, Business/Marketing

Leading by emotion in game design 3
by Gamasutra Community [05.27.15]
What about focusing on the emotions you want the player to feel? This blog post explores the issue, with hints from Jenova Chen (Journey.)
Console/PC, Indie, Design

Design challenges for virtual reality games 1
by Gamasutra Community [05.27.15]
"Over the last weekend I took part in the VR Game Jam... This article is a quick summary of current challenges in VR based on how they manifested during the jam and the presentations leading up to the jam."
Console/PC, Indie, Design, VR

Turning feelings into mechanics: The narrative design of Apartment 3
by Gamasutra Community [05.27.15]
How the interactive narrative of IGF student showcase nominee a•part•ment: a separated place came to be: From conception through to design and execution -- tales told many ways.
Console/PC, Indie, Design

Indie studio lessons, from the developers of Hatred 3
by Gamasutra Community [05.27.15]
His game may be controversial, but this interview with Destructive Creations CEO Jaroslaw Zielinski offers a perspective on running a start-up PC studio under scrutiny.
Console/PC, Indie, Production, Business/Marketing

Smooth moves: Designing VR games that won't make players sick Exclusive 6
by Alex Wawro [05.27.15]
Gamasutra chats with a few VR game designers to figure out what they've learned about not making people sick, and how other developers can apply those learnings to their own projects.
Console/PC, Smartphone/Tablet, Indie, Design, Exclusive