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April 23, 2014
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Features » 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

Steve Swink On The Art Of Experimental Games 17
by Christian Nutt [04.08.11]
Indie Fund Shadow Physics developer Steve Swink discusses creative inspiration, the realities of developing games in a fiscally-driven world, and how Braid and Portal profoundly influenced his conception and understanding of development.
Design, Interview, Indie, Console Digital

Coming Together: The Indie Open House 1
by Brett Bates [03.29.11]
What do indie developers get out of working together in a shared office environment? GameSpy's Indie Open House selected six teams to work in its San Francisco offices, and Gamasutra speaks to the developers about the experience.
Business/Marketing, Design, Interview, Indie, Console Digital

Life Inside A Game Jam 2
by Saul Alexander [03.22.11]
Journalist Saul Alexander reports from inside the Global Game Jam -- diving into the Sydney, Australia jam to join a team, follow them from concept through to execution, and in the process discover how games and meaning can unintentionally influence each other.
Design, Indie

Postmortem: Mediatonic's Monsters (Probably) Stole My Princess 3
by Jim Griffiths, Paul Croft [03.17.11]
In this extremely in-depth postmortem, Mediatonic's head of games Paul Croft and producer Jim Griffiths look back on the development of the PlayStation Mini/Xbox Indie (and more) title Monsters (Probably) Stole My Princess, which performed well despite some major snags.
Business/Marketing, Design, Postmortem, Production, Art, Indie, Console Digital