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March 1, 2015
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Updates » Production
Road to the IGF: Joshua DeBonis and Nikita Mikros' Killer Queen Exclusive  
by Alex Wawro [02.05.15]
Joshua DeBonis and Nikita Mikros, co-creators of the IGF award-nominated Killer Queen, explain why they're fascinated by local multiplayer game design and what other devs can learn from their work.
Console/PC, Design, Production, Exclusive, IGF

Problems we faced in 48 hours, and how to tackle them: A game jam blog  
by Gamasutra Community [02.05.15]
A look back at Global Game Jam from a practical perspective: "We certainly encountered all of these problems, but in an incredibly short space of time," the author writes, offering "what I wish we had known beforehand."
Indie, Production

The trouble we expected: Dark Souls II's producer on leveling up the game 8
by Christian Nutt [02.05.15]
Dark Souls II's global producer Atsuo Yoshimura acknowledges trouble stemming from the fact that it wasn't directed by series creator Hidetaka Miyazaki -- and talks about how the devs hope to burnish its rep.
Console/PC, Design, Production, Business/Marketing

How I sign mobile devs for projects: A producer's take 2
by Gamasutra Community [02.05.15]
"Everything begins with finding the right developer for the project. For this article I have decided to focus on one part of my job, which is finding external developers to be partners with us in the creation of a mobile game."
Smartphone/Tablet, Indie, Production, Business/Marketing

Road to the IGF: [Bracket]Games' Three Fourths Home Exclusive  
by Alex Wawro [02.04.15]
As part of our ongoing series of Road to the IGF interviews with nominees we chat with designer Zach Sanford about where Three Fourths Home comes from and the appeal of games as a storytelling medium.
Indie, Design, Production, Exclusive, Video, IGF

Tabletop resources for video game developers  
by Gamasutra Community [02.04.15]
"We thought we'd share our best finds here -- the kind of resources we wished we had known about from the start. We thought this kind of thing might be useful for those looking to make the same leap."
Indie, Design, Production, Business/Marketing

If you want your studio to succeed, put people first - Riot 3
by Kris Graft [02.04.15]
At the annual DICE Summit in Las Vegas, Riot CEO Brandon Beck argues that companies -- in this case, game companies -- don't invest enough in their people, which leads to painful negative outcomes.
Console/PC, Indie, Production

Video: Crowdsourcing the localization of Gone Home  
by Staff [02.04.15]
At GDC 2014, Gone Home programmer Johnnemann Nordhagen reveals how the four-person indie dev team enabled, supported, and encouraged fan-made translations for the game to broaden its reach.
Console/PC, Indie, Production, Video, Vault

Studio size debate: Think big or think fast? 6
by Gamasutra Community [02.04.15]
Two indie studios, two destinies: Tanya X. Short of Kitfox Games and Guillaume Boucher-Vidal of Nine Dots talk about where they are, and where they're planning to go -- and why.
Console/PC, Indie, Production, Business/Marketing

Come to GDC 2015 for expert tips on developing crowdfunded games  
by Staff [02.04.15]
Experienced crowdfunded devs Chris Avellone, Soren Johnson, Adrian Goya and Jamie Cheng will share advice and lessons learned about open development via Kickstarter and Early Access at GDC 2015.
Console/PC, Indie, Production, Business/Marketing, GDC

'Living games' - An alternative to Early Access? 5
by Gamasutra Community [02.04.15]
"A good living game is also one that doesn't show up one day 'complete' but should reach a point of being a completed concept relatively early in its development. From there, the game should continue to get better."
Console/PC, Indie, Design, Production, Business/Marketing

Yes, you can run a game jam for kids. Here's how ours went 1
by Gamasutra Community [02.04.15]
What happens when you run a game jam at a library and ask kids to take part? Look no further than this blog post, which offers a look inside the process and helpful lessons learned from doing it.
Indie, Production

Road to the IGF: Nina Freeman's how do you Do It? Exclusive  
by Phill Cameron [02.03.15]
We talk to the team behind how do you Do It?, a game that tackles the perspective of a young girl determined to figure out exactly what sex is.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Exclusive, IGF

After the Gold Rush: Competing in today's App Store 2
by Gamasutra Community [02.03.15]
A Wooga product lead examines the App Store from a dev perspective: "The key is to recognize the particular skills and assets that you have, and the niches where you can best apply these."
Smartphone/Tablet, Production, Business/Marketing

Octodad: Dadliest Catch: The history and genesis of a cult hit  
by Gamasutra Community [02.02.15]
This post starts with the conception of the original Octodad by a team of college students and takes in the ultimate success of the sequel -- taking in everything from its design to the power of Let's Plays.
Console/PC, Indie, Design, Production, Business/Marketing

'What would you do if you weren't afraid?' A Global Game Jam story 2
by Gamasutra Community [02.02.15]
"'What would you do if you weren't afraid?' It hit me then: I flew to California and participated in a game jam for 48 hours straight at Facebook HQ with a bunch of strangers, and I wasn't afraid."
Console/PC, Indie, Production

With Walking Dead in the rearview, Campo Santo focuses on the future 1
by Phill Cameron [02.02.15]
We talk to Campo Santo founder Sean Vanaman on leaving Telltale, securing funding and managing the expectations after The Walking Dead.
Console/PC, Indie, Design, Production, Business/Marketing

Road to the IGF: Kevin Regamey's Phonopath Exclusive 1
by Alex Wawro [01.30.15]
As part of our ongoing Road to the IGF interview series with nominees, Power Up Audio co-founder Kevin Regamey explains how he built the award-nominated audio puzzle game Phonopath and why.
Indie, Audio, Design, Production, Exclusive, Video, IGF

Don't Miss: The making of Elite 5
by Staff [01.30.15]
Elite co-creator David Braben shares the motivation behind and genesis of the genre-defining space flight sim, which stood against industry demands for another arcade-patterned game.
Console/PC, Programming, Design, Production

Catch Croteam's Talos Principle postmortem at GDC  
by Staff [01.30.15]
GDC officials confirm Alen Ladavec and Davor Hunski, CTO and CCO (respectively) of Croteam, are delivering a postmortem of development on their IGF award-nominated game The Talos Principle at GDC 2015.
Console/PC, Indie, Design, Production, GDC