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April 20, 2014
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April 20, 2014
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Features » Indie
Procedural Content Generation: Thinking With Modules 26
by Array [07.18.12]
The Aaaaa! creator shares lessons learned about designing levels using algorithms on that game, and how that thinking has played forward into the team's next game, Ugly Baby, which creates levels based on mp3s.
Design, Indie

Staying Triple-A: How Big Independent Studios are Turning to Mobile and Social 3
by Michael Thomsen [07.13.12]
In this feature, Gamasutra speaks to Insomniac's Ted Price, David Jaffe, and more, to find out how and why these developers with a lot of console experience are turning to new markets to make the best of their craft.
Business/Marketing, Interview, Indie, Social/Online, Smartphone/Tablet

Wii U and Indies: Will it Work This Time? 6
by Mike Rose [07.09.12]
You can almost count WiiWare's successful titles on one hand. Will Nintendo's expanded online focus for its next console boost the fortunes of indie developers this time around? Gamasutra speaks to several developers to find out their take.
Business/Marketing, Interview, Indie

The Indie Reality in 2012 and Beyond, According to Arkedo 5
by Christian Nutt [07.02.12]
In this wide-ranging interview, Arkedo co-founder Camille Guermonprez discusses his take on the industry as he embarks on the formation of his own indie publisher Nice Guys and works with Sega on the publication of downloadable title Hell Yeah!
Business/Marketing, Interview, Indie

Congratulations, Your First Indie Game is a Flop 74
by Matej Jan [06.27.12]
An indie developer reflects on how he spent too much time and effort trying to make a failure into a success, sharing his experiences about going from iOS to PC and Mac, and why being first out of the gate doesn't substitute for having a truly compelling game.
Business/Marketing, Design, Indie, Smartphone/Tablet

Postmortem: Zachtronics Industries' SpaceChem 16
by Zach Barth [06.13.12]
The developer of the cult indie puzzle hit SpaceChem explains what went into creating such a complex, nuanced game -- while still working a day job -- and also what held back the game from finding the audience it might otherwise have found.
Design, Postmortem, Production, Indie

A Personal Journey: Jenova Chen's Goals for Games 27
by Ed Smith [05.18.12]
The Thatgamecompany co-founder explains exactly how he thinks games need to change and why, at a small studio, he's confident he's in the right spot to innovate and bring artistic depth.
Design, Interview, Indie

15 Years Later: How Sony's Net Yaroze Kickstarted Indie Console Development 6
by John Szczepaniak [04.26.12]
In March 1997, Sony launched the Net Yaroze project, which put the power of the original PlayStation in the hands of amateur developers, and this feature has interviews with developers who got their start on the system, as well as academics who used it to teach.
Indie

Selecting Save On The Games We Make, Part 2 4
by John Andersen [03.16.12]
Gamasutra has extensively covered the preservation efforts of major studios and publishers, but what about indies? In this article, developers such as Dejobaan, Playdead, and Semi Secret Games share their thoughts on what efforts make sense.
Business/Marketing, Indie

Unity's Future In High-Definition 12
by Christian Nutt [02.29.12]
Unity has become a cornerstone of the indie and smartphone game space, but does the tool set have what it takes to stand up to "triple-A" developers' needs? Gamasutra speaks to Unity Stockholm's Erland Körner and Renaldas Zioma.
Business/Marketing, Programming, Interview, Indie