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October 30, 2014
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October 30, 2014
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Updates » Production
Star Citizen hits $55 million, and 280 devs, as funding rolls on 4
by Christian Nutt [10.01.14]
"I sometimes get asked why continue to raise money. Havenít you already raised enough to make the game? The answer is that Star Citizen isnít a normal game."
Console/PC, Production, Business/Marketing

GDC 2015 is now open for registration! 2
by GDC Staff [10.01.14]
The time has come to sign up for the largest and longest-running worldwide event for game developers: Game Developers Conference 2015 is now open for registration!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Find out how to make games for a YouTube audience, at GDC Next 2014 1
by Staff [09.30.14]
GDC Next 2014 featuring ADC has two new talks to announce today: One about the keys to making a a game that goes viral; another about cross-platform games for the web and mobile.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Business/Marketing, GDC Next, GDC

Fire Hose Games' accelerator program aims to offer indies what they need  
by Christian Nutt [09.30.14]
Indie Megabooth co-founder Eitan Glinert has launched a program to help out small developers: an incubator, modeled after those in the tech world, and located at his Boston-based studio, Fire Hose Games.
Console/PC, Indie, Production, Business/Marketing

Blog: What indie developers can learn from The Making of Karateka 3
by Gamasutra Community [09.30.14]
"The parallels in The Making Of Karateka to developing indie games today are uncanny. For me, reading it was an experience of universal truth, validation, and exhilaration at the unfolding story of struggle and success."
Console/PC, Indie, Design, Production

Beautifully economic art: How 80 Days did it 10
by Gamasutra Community [09.30.14]
How the 80 Days devs generated great-looking art on the cheap: "What art style can we use that's economical, practical, beautiful and expressive? From where can we draw inspiration?"
Console/PC, Smartphone/Tablet, Indie, Art, Production

The designer's production guide 1
by Gamasutra Community [09.29.14]
How to remove "much of the risk of creating a monster concept that would, ultimately, eat your company, money, and team."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Production

A dev's view of the White House Game Jam  
by Gamasutra Community [09.29.14]
"By bringing together developers with a variety of roles and from a variety of places, the organizers have enlivened the conversation of what it means to make educational games."
Console/PC, Indie, Production

So they made you a lead. Now what? 16
by Gamasutra Community [09.29.14]
Double Fine's Oliver Franzke on leading a team: "What to do after you get promoted into a leadership position should be a trivial question to answer, but in my experience the opposite is true."
Console/PC, Production

Blog: Quality in games 6
by Gamasutra Community [09.26.14]
"It is by no means trivial to try to maximize the value of the stakeholders who matter. But it is something you need to think about when you are making a high quality, high value game."
Console/PC, Smartphone/Tablet, Production, Business/Marketing

An indie studio's internal game jam diary  
by Gamasutra Community [09.24.14]
How the studio behind Guns of Icarus Online structured and executed its latest 3-day jam based on lessons learned from past jams -- and how it went.
Console/PC, Indie, Production

Big studio creativity: Lionhead Incubation to share experiments  
by Christian Nutt [09.23.14]
Since 2008, Lionhead Studios hasn't released anything but Fable games. That might change, as it moves concretely to foster more inventiveness through a new initiative.
Console/PC, Design, Production, Business/Marketing, Video

Raph Koster, Octodad devs join GDC Next speaker lineup  
by Staff [09.23.14]
Octodad: Dadliest Catch developers Phil Tibitoski and John Murphy join the speaker lineup at GDC Next 2014 featuring ADC this November alongside game industry veteran Raph Koster.
Console/PC, Indie, Design, Production, GDC Next

Creating epic-scale games on an indie budget 8
by Gamasutra Community [09.22.14]
"While youíll always face compromises, there is nothing stopping anyone from creating a vast, engaging, and epic-scale game on an indie budget."
Console/PC, Indie, Design, Production

Blog: User interface iteration magic 6
by Gamasutra Community [09.22.14]
"Archmage Rises is a UI-heavy game, and the interface is core to the entire game experience. Proper software development methodology mandates that we take on the highest priority and risk items first."
Console/PC, Indie, Art, Design, Production

A key ingredient for successful game studios: Positive energy 12
by Gamasutra Community [09.22.14]
"Game development work is inherently and by necessity creative, yet often we don't work in environments conducive to creativity."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

A little advice for game developers from Oculus' Palmer Luckey 2
by Christian Nutt [09.20.14]
We got a few moments with the Oculus VR co-founder at Oculus Connect, and this is what he had to say to game developers: keep trying, and make sure you polish your work.
Console/PC, Indie, Production, VR

Don't Miss: The Gamasutra community's game developer flashcards 8
by Gamasutra Community [09.19.14]
Developers from across Gamasutra's community contributed to this quirky taxonomy of personalities and situations that you're likely to encounter if you spend much time in the game industry.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: When the fun of game development dies 2
by Gamasutra Community [09.19.14]
"What happens when making games is no longer fun for the developer? This is a question all videogame designers and developers have struggled with over the years."
Console/PC, Indie, Production, Business/Marketing

What does it mean to be a game dev and a parent? #DevParents 1
by Gamasutra Community [09.19.14]
"We parents should embrace our fate and use the rollercoaster of emotions which is accompanied by parenthood to our advantage to create games only we can come up with."
Smartphone/Tablet, Indie, Design, Production