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November 28, 2014
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November 28, 2014
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Category: Indie


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Posted by ron carmel on 11/24/14 03:52:00 pm in Design, Indie, Social/Online, Smartphone/Tablet
One of our design pillars in the development of Subterfuge is respecting players' time. In this post, I will discuss why this is important to us, and some of the design choices we've made to support this goal.

Why I oppose "bro-shaming" for reasons of creative freedom, even though I dislike the "bro" games and culture

Posted by Katie Chironis on 11/24/14 03:52:00 pm in Production, Indie
It's no secret that motivation to finish is the thing which kills nearly every indie game project. But it doesn't have to be that way. Here are some helpful tips on keeping your team together, productive, and moving forward.

Posted by Alex Schwartz on 11/20/14 01:40:00 pm in Business/Marketing, Programming, Console/PC, Indie
The team at Owlchemy Labs discusses the process of bringing two Unity-based titles to WebGL using the alpha version of Unity 5 and breaks down the porting process from an engineering and design standpoint.

Posted by Lars Doucet on 11/19/14 04:17:00 pm in Business/Marketing, Production, Console/PC, Indie
Let's analyze nearly 2 months of traffic patterns on "New Steam"

Posted by Adriaan De Jongh on 11/19/14 02:13:00 pm in Design, Programming, Indie
An article on how I learned a fundamental lesson about communication and empiricism regarding game design.