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November 26, 2014
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Features » Indie
How to Design Your iOS Game to Grow: Learning from the Style of Tiger Style 5
by Wagner James Au [11.01.12]
In this excerpt from Game Design Secrets by Wagner James Au Randy Smith from Tiger Style (Spider: The Secret of Bryce Manor and Waking Mars) shares the story of how he and David Kalina built a successful mobile game studio building thoughtful, artful, genre-defying games for iOS.
Design, Indie, Smartphone/Tablet

The Evolution of Puzzle Craft 7
by Artur Ganszyniec [10.25.12]
On the road to smartphone success, there significant are challenges -- game design, business model, and look and feel. How did one developer navigate those waters? This candid look back examines all of these crucial elements of building a mobile game.
Design, Indie, Smartphone/Tablet

A Game Studio in the Clouds 11
by Emeric Thoa [10.19.12]
How does an indie studio come together -- and ship games together -- if they're not located in the same city? Emeric Thoa, former Ubisoft developer and current creative director of The Game Bakers, explains what tech and techniques can make it work.
Business/Marketing, Indie

Guerrilla Multiplayer Development 5
by Ernest Woo [09.13.12]
What's the best way to get a networked game up and running on a smartphone? For his space battle game ErnCon, Ernest Woo investigated existing network techniques and integrated them together, coming up with a solution useful to iOS and Android developers, which he shares within.
Design, Indie, Smartphone/Tablet

Kickstarter for the Average Indie 10
by Keith Burgun [09.12.12]
Much has been made of the major success of companies like Double Fine and inXile have found with Kickstarter -- but what can an average small team with a solid idea expect? Dinofarm Games developer Keith Burgun recounts a tale of two Kickstarters: one failed, one successful.
Business/Marketing, Indie

Steam Greenlight: Developers Speak Out 31
by Mike Rose [09.05.12]
What do indie developers think of Steam Greenlight, which launched last week to a huge influx of entries? Gamasutra speaks to a host of developers about their expectations, hopes, dreams, and -- most importantly -- their first impressions and results from the fledgling service.
Business/Marketing, Indie

Gamasutra's Kickstarter Survey: The Results 19
by John Polson [08.31.12]
Last month, Gamasutra and IndieGames undertook a survey to find out what motivates players to back -- or not back -- Kickstarters for games, and in this article, we share our results with the readers, shining a light on information you need to know before you go for crowdfunding.
Business/Marketing, Indie

Effective Co-Op Design 11
by Tim Keenan [08.24.12]
What does it take to really implement meaningful co-op in your game? A Virus Named Tom developer Tim Keenan delves into the thorny issue -- discussing the challenges and triumphs of building in the mode for his indie game.
Design, Indie

Want to be Surrounded By a Thriving Local Games Industry? Grow Yours 37
by Epona Schweer [08.21.12]
In this article, Sydney developer and instructor Epona Schweer writes how she and others pushed forward a plan to grow the indie scene in the city -- devastated by layoffs and with a growing number of new developers with no work -- and made it sustainable.
Business/Marketing, Indie

How Camouflaj saved République's Kickstarter 27
by Ryan Payton [08.20.12]
What went into the Kickstarter campaign for République, which started off weak and finished strong? Camouflaj founder Ryan Payton here writes a postmortem of the entire process, explaining how he turned failure to success.
Business/Marketing, Postmortem, Indie