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Features » Indie
The 4th And Battery Plan: PopCap Goes Indie... Sort Of 4
by Tom Curtis [07.29.11]
PopCap's Matt Johnston, senior producer of core IP, and Jeff Green, director of editorial and social media talk about the formation of PopCap's 4th & Battery sub-label, why it's a good idea for the studio, and how they got involved with the Make-A-Wish Foundation for Allied Star Police.
Business/Marketing, Interview, Indie, Smartphone/Tablet

The Solitary Creativity of Pixel 3
by Christian Nutt [07.01.11]
An extensive interview with Cave Story developer Daisuke "Pixel" Amaya, in which he expounds on his inspirations, creative philosophy, and the thoughts and feelings which lead him to develop the 2004 indie game and, later, to work to have it ported to multiple platforms.
Design, Interview, Indie

Postmortem: Radiangames' Monthly Xbox Live Indie Games Series 17
by Luke Schneider [06.15.11]
In this comprehensive postmortem, former Volition developer Luke Schneider talks about how he went indie and assaulted the Xbox Live Indie Games market with an array of games built on the same ideal -- and how each worked, as well as the fate of the overall project.
Business/Marketing, Design, Production, Indie

The Story Of ANMA: Two Schoolboys And A Game Development Dream 4
by Simon Parkin [06.01.11]
How do two teens briefly become some of the best known independent developers in their country? This is the story of ANMA, a fruitful collaboration between two Dutch students, creating memorable games for the MSX computer in the '90s.
Business/Marketing, Indie

News+Gameplay: Bin Laden Raid 7
by Jeremy Alessi [05.20.11]
Can games be used to report on the news -- and if so, what do we gain from it? In this article, Bin Laden Raid developer Jeremy Alessi discusses the creative process, final game, public and press reaction, and potential of the newsgame form.
Design, Indie

Keeping the Dream Alive: The Men Behind Dreamcast Homebrew 8
by Ray Barnholt [05.12.11]
Sega's final console may have been discontinued in 2001 and had its very last official release in 2007 -- many years after software from big publishers dried up -- but dedicated developers are still supporting the system with unofficial releases. Gamasutra finds out how and why.
Business/Marketing, Design, Indie

The POrTAl TwO ARG: The Whole Story 3
by Rob Jagnow [05.06.11]
In this complete and comprehensive article, Rob Jagnow of Lazy 8 Studios (developers of Cogs) take you behind the scenes of the Portal 2 ARG which lead up to the early release of Valve's highly-anticipated sequel.
Business/Marketing, Design, Indie

The Crowdfunding Revolution: Making Your Choice 23
by R. Hunter Gough [05.05.11]
In the second part of our series on crowdfunding, we compare and contrast the different funding options available to game developers, so you can choose the one that fits best for you -- including a useful chart, and quotes from many of them.
Business/Marketing, Interview, Indie, Console Digital

The Crowdfunding Revolution: Perspectives 36
by Andrew Webster [04.21.11]
In this, the first part of a two-part series, Gamasutra takes a look at whether indie developers can get the money they need from crowdfunding, speaking to successful and unsuccessful developers, as well as investigating whether popular site Kickstarter is the only viable option.
Business/Marketing, Indie

Postmortem: Team Meat's Super Meat Boy 42
by Edmund McMillen, Tommy Refenes [04.14.11]
In this Game Developer Magazine postmortem, Edmund McMillen and Tommy Refenes candidly discuss the development process of smash Steam and Xbox Live Arcade hit Super Meat Boy, diving into the punishing process that lead to the retro revitalization that took hardcore gamers by storm.
Audio, Business/Marketing, Design, Postmortem, Production, PC, Console/PC, Indie, Console Digital