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July 29, 2016
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Updates » Indie
Don't Miss: No Consoles For Old Men - Ageism in the game industry 89
by Gamasutra Community [05.26.16]
In this timeless blog, veteran dev David Mullich write how, after a long career encompassing many highly-regarded games, "no game studio or publisher seemed willing even to give me a phone interview."
Console/PC, Indie, Production, Business/Marketing

Blog: Uncover your hit game idea faster (or, the importance of moving on) 2
by Gamasutra Community [05.26.16]
As indie devs, itís not a lack of creativity that prevents us from realizing our dreams: itís a lack of time.
Indie, Design, Production

Devs sign on for No Goblin's 4th annual 'Men of Game Dev' calendar  
by Alex Wawro [05.25.16]
Developers from studios like Iron Galaxy, Bungie, and Naughty Dog are among the twelve slated to appear in this year's crowfunded calendar, a tongue-in-cheek send-up of stereotypical pinup calendars.
Console/PC, Indie, Business/Marketing

Don't Miss: What does a game designer do, exactly? 9
by Gamasutra Community [05.25.16]
In this classic blog post, designer Liz England takes a run at breaking down the many roles and responsibilities a designer can have in an effort to answer a seemingly ever-present question.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

How Klang shows another way to do music-inspired game design  
by Bryant Francis [05.25.16]
Think music-based design just has to be about guitar heroes and dancing revolutions? Indie platformer Klang has a few tricks to show how music can influence your game.
Indie, Design, Video

Failbetter co-founder Alexis Kennedy leaving studio after 7 years  
by Chris Kerr [05.25.16]
"Weíve built something thatís changed the world, ever so slightly. But itís been seven years in one place, and Iím too busy running the company to do enough of the creative work I love."
Console/PC, Indie, Business/Marketing

Survivor error: Don't learn the wrong lessons from success  
by Gamasutra Community [05.25.16]
"When the focus is just on the things that fared well, it's easy to overlook certain traits that we take for granted. Sometimes, these are the qualities that end up being crucial towards the success of the end product!"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Inaugural IndieCade Europe conference heading to Paris this November  
by Chris Kerr [05.25.16]
"The conference is complemented by workshops covering a range of topics, from introductions to popular digital gamemaking tools to hands-on game design lessons."
Indie, Business/Marketing

Integrating a Unity game with Steamworks 2
by Gamasutra Community [05.25.16]
"Steamworks SDK is distributed as a native DLL file (*.so when talking about Mac and Linux). In order to make it work with Unity you have to create a binding. Fortunately such binding already exists!"
Console/PC, Indie, Programming

Blog: Achievements are permission 3
by Gamasutra Community [05.24.16]
"Achievements, be they for getting every ending or finding every doodad, encourage the player to explore choices not make them. It encourages a distance between the player and their choices."
Console/PC, Smartphone/Tablet, Indie, Design

Budgeting for audio in your game's crowdfunding campaign 10
by Gamasutra Community [05.24.16]
"As a composer and sound designer for games, Iíve been asked many times for my rate(s) in anticipation of a crowd funding campaign. Given the frequency of these requests, I want to share my thoughts."
Indie, Audio, Business/Marketing

Blog: The future of game engines and cloud technology 1
by Gamasutra Community [05.24.16]
"What a real-time, cloud-based system provides is a much more streamlined approach to a developerís process while greatly enhancing the collaboration and communication among its members."
Console/PC, Smartphone/Tablet, Indie, Programming, Production

Freedom through constraints: The design of Michael Brough's Imbroglio 6
by Joel Couture [05.24.16]
From the 7X7 grid of Corrypt and the 6X6 of 868-HACK, Michael Brough's play spaces have continually shrunk.†His new game Imbroglio†is even more constrained: a†4X4 grid. Constraints can be freeing.
Indie, Design, Video

Rethinking the passage of time in RPGs 16
by Gamasutra Community [05.23.16]
"If my three-year-old wants a cup of juice, she wonít wait the time it takes to write this sentence, yet the proverbial innkeeper with giant rats in the basement will happily wait an eternity for you to get around to his problem."
Console/PC, Indie, Design

GDC Europe 2016 calls for Innovative Games Showcase submissions  
by GDC Staff [05.23.16]
GDC Europe 2016 organizers have opened call for submissions to the third annual European Innovative Games Showcase at the Cologne, Germany show this August.
Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

The measure of success, and Kathy Rain 1
by Gamasutra Community [05.23.16]
"Hereís the thingóKathy Rain simply needed to exist. When we partnered up with Joel Staaf HšstŲ, the one-man army we know as Clifftop Games, we didnít do so expecting to become insta-rich when the game launched. Nope."
Indie, Business/Marketing

Apple backtracks, publishes politically sensitive iOS title as a game 2
by Chris Kerr [05.23.16]
Apple has backtracked on its decision to pull Palestinian title, Liyla and The Shadows of War, from the App Store "games" section due to politically sensitive content.
Smartphone/Tablet, Indie, Business/Marketing

Inks turns pinball into a canvas for gorgeous abstract art 1
by Jennifer Allen [05.23.16]
ďI wanted the levels to look like they could be printed and hung on the wall," says developer Luke Whittaker. "Itís basically about making a beautiful experience for people.Ē
Smartphone/Tablet, Indie, Art, Design, Video

Global Accessibility Awareness Day: What we learned  
by Gamasutra Community [05.23.16]
"I've also been keeping an eye out for game accessibility related tweets, articles and so on, and have listed the ones I've come across below."
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

How Samorost 3's stunning soundtrack came together 2
by Christian Nutt [05.20.16]
Music and sound has always been central to Amanita Design's games. Get a great window into the process of creating the soundscape for the studio's latest, Samorost 3.
Console/PC, Indie, Audio, Video