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March 6, 2015
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March 6, 2015
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Updates » Production
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

Get an inside look at The Long Dark and This War Of Mine at GDC  
by Staff [01.30.15]
GDC officials highlight great GDC 2015 talks from the developers of This War Of Mine and The Long Dark about the art of making great indie games.
Console/PC, Indie, Design, Production, GDC

Cook, Serve, Delicious, the final chapter: Sales, crunch, and success 6
by Gamasutra Community [01.30.15]
David Galindo returns after a year with the sixth installment of dev-log for Cook, Serve, Delicious, including Humble Bundle and Steam sales numbers, and how his free updates were created (and performed).
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

Sleep well, come prepared, collaborate: Lessons from the Global Game Jam  
by Gamasutra Community [01.29.15]
"This year I honestly felt like I didn't learn much about the direct process of making a game, but I learned a lot more relating to everything else that plays a supporting part in game development."
Indie, Production

Creating a user-generated chain story: A Global Game Jam postmortem  
by Gamasutra Community [01.29.15]
Lessons learned when one developer worked through his fears to create Escalate! -- a collaborative storytelling game where the next person to pick up the game branches its story and adds their own touch.
Console/PC, Indie, Design, Production

Horror in the Making: How Red Barrels outlasted Outlast 7
by Philippe Morin [01.29.15]
Development of Red Barrels' Outlast was as intense -- and at times as horrifying -- as the game itself. Studio co-founder Philippe Morin writes about the ups, downs, and ultimate success of the survival horror game.
Console/PC, Design, Production

5 'small but important' tips gleaned from the Global Game Jam 1
by Gamasutra Community [01.28.15]
"Realizing these aspects of game jams helped us a lot, so maybe it will help you too," writes Donald Kooiker, Global Game Jam participant from two-person team Duckbridge.
Indie, Design, Production