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April 18, 2014
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Features » Indie
Postmortem: Bane Games' Flick Buddies 19
by Alistair Doulin [03.08.11]
Brisbane-based Bane Games recounts the process of going indie, developing their first iOS title, Flick Buddies -- and learning important lessons about timing.
Design, Postmortem, Production, Art, Mobile Phone, Indie, Smartphone/Tablet

Marketing On The App Store: The Cautionary Tale Of 100 Rogues 21
by Keith Burgun [02.03.11]
When an iPhone project begins in 2008 and launches in 2010, that's a huge challenge -- and 100 Rogues developer Keith Burgun here describes the bumps in the road that the well-liked, high-quality game has hit on its long slow journey towards release and profitability.
Business/Marketing, Design, Art, Indie, Smartphone/Tablet

Going Games: From Web Development To Game Studio In One Project 8
by Tim Cooper [02.02.11]
Flash developer Tim Cooper explains how he transitioned from building web content for clients into a full-fledged game development studio, revealing hard data and hard truths about the change from working in one environment to striking out with his own games.
Business/Marketing, Design, Production, Art, Indie, Social/Online

The Reasons Behind SpyParty 27
by Brendan Caldwell [01.10.11]
The designer-programmer of the upcoming SpyParty delves into his creative ethos and how he sees the industry in this interview that takes in the game's design and the shape of today's indie and mainstream spaces.
Design, Interview, Indie, Console Digital

Shafer's Next Step: From Civ To Stardock 6
by Kris Graft [01.07.11]
Jon Shafer, lead designer on Firaxis' Civilization V, is now at Galactic Civilizations developer Stardock. Here, he explains his move from a major publisher to a small independent studio, his reaction to fan criticism for the well-reviewed Civ V and why he never felt he was living in the shadow of Sid Meier.
Design, Interview, Indie

Postmortem: Mommy's Best Games' Explosionade 16
by Nathan Fouts [01.05.11]
Enthusiastic independent developer and Xbox Live Indie Games repeat offender Nathan Fouts comes back with a postmortem of Explosionade, a game conceived to be developed in one month to help with cash flow for his studio's efforts in developing larger titles.
Design, Postmortem, Programming, Production, Art, Indie, Console Digital

The Core Of From Dust 9
by Brandon Sheffield [12.10.10]
Eric Chahi (Another World/Out Of This World) has returned to development, creating the ambitious From Dust for Ubisoft, and Brandon Sheffield sits down with him to find out the development concepts and behind the impressive simulation that it offers.
Design, Art, Interview, Indie, Console Digital

Catching Up With Jonathan Blow 17
by Simon Parkin [12.06.10]
The Braid developer has recently revealed his next title, The Witness, and talks to us about the design of this game in detail, also diving into the ethics of game design and other issues indie and mainstream developers face.
Design, Interview, Indie, Console Digital

Going Free In The App Store - Success Stories 6
by Andrew Webster [11.04.10]
Examining the "new normal" for the iPhone App Store, in which 99 cent games are being replaced by free-to-play, microtransaction-based titles, we speak to developers at Newtoy (Words With Friends), Ngmoco, and more.
Business/Marketing, Design, Indie, Smartphone/Tablet

Sense of Wonder: Indie-fying Japan 2
by Jeriaska [11.02.10]
Creators from Sony, indie developer Nigoro, and Q-Games discuss the rise of digital download content and the indie aesthetic in Japan -- a country that still focuses almost entirely on retail and publisher control of the marketplace.
Business/Marketing, Design, Interview, Indie, Console Digital