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June 30, 2015
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June 30, 2015
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Updates » Production
How I crowdsourced a game from kids, at a local event 4
by Gamasutra Community [06.02.15]
"I thought to myself: What’s the target demo for the event? Well, it's MLK weekend, school's out, so its safe to assume lots of kids. So I then grabbed two boxes of paper, pencil, and crayons, and got to work."
Smartphone/Tablet, Indie, Art, Production

Video: How Unity and tools like it can stifle your creativity 6
by Staff [06.01.15]
Developer Cliff "Cliffski" Harris takes to the Indie Soapbox at GDC 2015 to deliver a tongue-in-cheek tirade about how Unity and tools like it keep developers from achieving their peak potential.
Indie, Production, Video, Vault

Don't Miss: Our 30th anniversary retrospective of Gradius 8
by Kurt Kulata [05.29.15]
Remember Gradius? Konami's stand-out 2D shooter franchise was released 30 years ago today, and in this feature Hardcore Gaming 101's Kurt Kalata takes us on a stroll through its releases.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

How Sunburn! became a game about dragging your pals to their deaths 2
by Bryant Francis [05.29.15]
Worst-case scenario: your spaceship is gone, your crew is scattered, and there’s no hope for rescue. Your only option: Grab your crew and fly into the sun, so at least you don’t die alone.
Smartphone/Tablet, Indie, Art, Design, Production, Video

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

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

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

Apple to release full Apple Watch SDK this fall, with beta soon 1
by Christian Nutt [05.27.15]
Apps have yet to wow reviewers and early adopters, but a new and improved SDK for the device will be released as a beta in early June.
Smartphone/Tablet, Programming, Production

Come to GDC Europe and learn how Bohemia nabs DayZ cheaters  
by Staff [05.27.15]
Make time to attend GDC Europe 2015 this August and learn how Bohemia Interactive fought back against cheaters during development of its hit Early Access title DayZ.
Console/PC, Social/Online, Smartphone/Tablet, Programming, Production, Business/Marketing, GDC, GDC Europe

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

Video: Making games you play for years - A Clash of Clans postmortem  
by Staff [05.26.15]
Speaking at GDC 2015, Clash of Clans developer Jonas Collaros took a shot at deconstructing the hit game's development history and asking: what lessons can developers learn from Supercell's Clash?
Social/Online, Design, Production, Video, Vault

Don't Miss: The Pac-Man Dossier Exclusive 10
by Jamey Pittman [05.26.15]
What design and AI lessons can we learn from Namco's seminal Pac-Man? From history through behavior, Gamasutra presents a comprehensive guide to the classic game in this 2009 feature.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Spotlight on Inti Creates, the studio behind Mighty No. 9 and Bloodstained 2
by Christian Nutt [05.26.15]
Inti Creates spent the 2000s making Mega Man games, but has been reborn as its own publisher and developer for high-profile Kickstarter titles. Gamasutra talks to CEO Takuya Aizu.
Console/PC, Indie, Production, Business/Marketing

Video: Using a real-time feedback system to make better games  
by Staff [05.25.15]
Unknown Worlds' Hugh Jeremy explains how and why building a real-time sentiment feedback system into its open-world undersea exploration game Subnautica helped the studio make a better game.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video, Vault

Postmortem of the jam process: Looking back at our Ludum Dare meetup 2
by Gamasutra Community [05.25.15]
"Why would we have a real-world meeting for a game jam that prides itself in being online? The short answer is that a real-world gathering provides a number of distinct advantages."
Console/PC, Indie, Production

Sunset: Not that seventies style 3
by Gamasutra Community [05.25.15]
Tale of Tales' Michael Saymn writes about capturing the style of a decade through reference material -- not just visual, but political and cultural -- in Sunset.
Console/PC, Indie, Art, Design, Production

Don't Miss: What does a game designer do, exactly? 8
by Gamasutra Community [05.22.15]
In this timeless blog, 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