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May 19, 2013
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Features » Indie
In The Shadow Of FarmVille: How Small Studios Can Succeed In Facebook Development 1
by Andrew Webster [03.23.10]
Three small Facebook game developers share stories of triumph and cautionary tales about trying to survive in a market quickly becoming dominated by companies like Zynga and Playfish.
Business/Marketing, Design, Interview, Indie, Social/Online

Television, Meet Games 2
by Paul Hyman [02.09.10]
TV channels commissioning games, and developers who work with them -- what is the current state of this relationship, and where might it be headed? Gamasutra talks to Adult Swim, Channel 4, and Area/Code (Parking Wars) to find out.
Business/Marketing, Design, Interview, Indie, Social/Online

Meet Your New Fans: Promoting Your Indie Game At Live Events 1
by paul taylor [01.19.10]
Getting your game in front of fans is both increasingly possible thanks to the events springing up around the globe -- but should even indie developers run real-life promotions? UK indie developer Mode 7 Games details a real-life example.
Business/Marketing, Indie

Finding The Sweet Spot: Pricing For Independent Games 9
by Andrew Webster [01.12.10]
Gamasutra speaks with key indies from Capy, ngmoco, and Twisted Pixel about how to approach the delicate issue of pricing games, and how it's worth avoiding the "race to the bottom" of the pricing ladder.
Business/Marketing, Indie, Smartphone/Tablet

The Auteur Forum: Mechner and Chahi on Inspiration 15
by Eric Viennot [01.11.10]
Two creators of early cinematic masterpieces (Prince of Persia, Another World) ruminate on the nature of inspiration, why they walked away from game development at different points in their careers, the shape of the industry, and the process for getting your ideas out into the world.
Design, Interview, Indie

Postmortem: Ronimo Games' Swords & Soldiers 5
by Jasper Koning, Fabian Akker [12.31.09]
In this in-depth postmortem, the Dutch independent developer Ronimo Games discusses what went right -- and wrong -- in creating critically acclaimed WiiWare side-scrolling console RTS Swords & Soldiers.
Audio, Business/Marketing, Design, Postmortem, Programming, Production, Console/PC, Indie

Persuasive Games: Puzzling the Sublime 5
by Ian Bogost [12.23.09]
Good puzzle games are often described as addictive, elegant or deep, but in reality they can elicit deeper feelings of overwhelm, vastness and abundance, says designer Ian Bogost.
Design, Indie, Smartphone/Tablet

Pondering Indie Spirit: Derek Yu Speaks 81
by Brandon Sheffield [12.11.09]
Spelunky creator and independent figurehead Derek Yu talks about the broadening definition of "indie" and why he's "very happy" with that definition being "kind of gray."
Business/Marketing, Design, Programming, Interview, Indie

iPhone Development: Everything You Need To Know 10
by Brian Robbins [12.09.09]
iPhone developer Brian Robbins with Riptide Games gives a helpful rundown of the basics of iPhone game development, from signing up for the Dev Program to marketing tips for a finished game.
Design, Programming, Mobile Phone, Indie, Smartphone/Tablet

Postmortem: Twisted Pixel's Splosion Man 5
by Frank Wilson, Josh Bear [12.02.09]
Twisted Pixel, the Austin, Tex.-based studio behind The Maw, explains what went right and what went wrong with the fast-paced development of the XBLA game, Splosion Man.
Business/Marketing, Design, Postmortem, Production, Art, Indie