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November 17, 2019
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James Deighan's Blog

 

We are an independent video game development studio with a global team. At our core, we are passionate game developers and artists who seek to create meaningful experiences through our games and services.

We are all gamers, collectors and enthusiasts first. In a world of cloud storage, download codes and virtual licenses, we are excited and proud to create exclusive artisan collectibles that complement the effort that goes into indie and homebrew development.

We love creating games. From retro cartridges to PC & current generation consoles, we want to make games that are accessible and enjoyable for every gamer.

 

Member Blogs

Posted by James Deighan on Mon, 14 Oct 2019 10:42:00 EDT in
We’re all familiar with some of the most notorious ne’er-do-wells that go bump in the night. The likes of Freddy, Jason, and Michael Myers have haunted the silver screen since the late 70s and 80s, and show no signs of slowing their roll.


Posted by James Deighan on Wed, 09 Oct 2019 09:28:00 EDT in Programming, Art
Despite console restrictions, the NES is capable of delivering beautiful and captivating art, if the proper techniques are used.


Posted by James Deighan on Mon, 07 Oct 2019 10:58:00 EDT in
Quick chat with the lead developer of this copy-left remake of the classic fix-it Felix


Posted by James Deighan on Fri, 04 Oct 2019 10:42:00 EDT in Business/Marketing
For the frugal of forgetful gamer, there’s no greater tool than the Steam wishlist. It’s the perfect way to stay up to date on the games you want, but either can’t afford yet or just aren’t willing to commit it to your backlog.


Posted by James Deighan on Fri, 27 Sep 2019 11:21:00 EDT in Programming
An attract mode is perhaps one of the most familiar gaming features for any retro player. I believe this mode was invented in the era of arcade machines, so that a potential player could assess the gameplay without spending a precious coin on the machine.


Posted by James Deighan on Thu, 26 Sep 2019 10:45:00 EDT in Design, Indie
We interview Andrew Marsh about the litany of challenges that come with creating a puzzle game and where he draws his influences.