Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 31, 2015
arrowPress Releases
January 31, 2015
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Indie
Road to the IGF: Kevin Regamey's Phonopath Exclusive  
by Alex Wawro [01.30.15]
As part of our ongoing Road to the IGF interview series with nominees, Power Up Audio co-founder Kevin Regamey explains how he built the award-nominated audio puzzle game Phonopath and why.
Indie, Audio, Design, Production, Exclusive, Video

Catch Croteam's Talos Principle postmortem at GDC  
by Staff [01.30.15]
GDC officials confirm Alen Ladavec and Davor Hunski, CTO and CCO (respectively) of Croteam, are delivering a postmortem of development on their IGF award-nominated game The Talos Principle at GDC 2015.
Console/PC, Indie, Design, Production, GDC

How we created the video for our successful Kickstarter  
by Gamasutra Community [01.30.15]
"The video was the thing that we feel was most important to the success of our campaign and is also the place that we see otherwise great games trip and fall down on."
Console/PC, Indie, Business/Marketing

Building the booth: A PAX South indie exhibitor postmortem  
by Gamasutra Community [01.30.15]
"With this post I want to do a postmortem and share some behind the scenes footage on what's it like trying to wing a 'professional indie setup' during a major games convention."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Lessons learned from localizing our game in 10 languages 2
by Gamasutra Community [01.30.15]
"It was so painful and tedious and boring which obviously led to mistakes and led to more time spent in QA. We could have made it more interesting, quicker and less of manual work if we knew some tricks."
Smartphone/Tablet, Indie, Programming, Business/Marketing

Kickstarter in 2014: The breakdown 3
by Gamasutra Community [01.30.15]
A detailed analysis of the Kickstarter platform in 2014 -- and a particular look at how game projects did. Full numbers inside.
Console/PC, Smartphone/Tablet, Indie, Serious, Business/Marketing

Get an inside look at The Long Dark and This War Of Mine at GDC  
by Staff [01.30.15]
GDC officials highlight great GDC 2015 talks from the developers of This War Of Mine and The Long Dark about the art of making great indie games.
Console/PC, Indie, Design, Production, GDC

Cook, Serve, Delicious, the final chapter: Sales, crunch, and success 3
by Gamasutra Community [01.30.15]
David Galindo returns after a year with the sixth installment of dev-log for Cook, Serve, Delicious, including Humble Bundle and Steam sales numbers, and how his free updates were created (and performed).
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

Twitch heats up: In 2014, it had 100 million unique viewers per month  
by Christian Nutt [01.29.15]
Developers, take note: The premier video game streaming site has hit some impressive milestones, and it's more than likely that your audience is waiting for you there.
Console/PC, Indie, Business/Marketing

How Crossy Road made $1 million from video ads Exclusive 1
by Alex Wawro [01.29.15]
After topping a million downloads and $1M in ad revenue in its first month of release, Crossy Road co-creator Andrew Sum breaks down the award-winning mobile game's unobtrusive monetization design.
Smartphone/Tablet, Indie, Business/Marketing, Exclusive

Road to the IGF: Justin Smith's Desert Golfing Exclusive  
by Leigh Alexander [01.29.15]
Continuing our Road to the IGF series of interviews with nominees, we speak to Desert Golfing creator Justin Smith about his Nuovo Award-nominated surprise hit, an infinite and improbable existential cruise.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, IGF

Don't Miss: Self-promotion for game developers 21
by Gamasutra Community [01.29.15]
Industry vet Raph Koster (Ultima Online) explains in this post how self-promotion is neither dishonest nor tacky -- and explains how you should step up and take credit for your work.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Sleep well, come prepared, collaborate: Lessons from the Global Game Jam  
by Gamasutra Community [01.29.15]
"This year I honestly felt like I didn't learn much about the direct process of making a game, but I learned a lot more relating to everything else that plays a supporting part in game development."
Indie, Production

Creating a user-generated chain story: A Global Game Jam postmortem  
by Gamasutra Community [01.29.15]
Lessons learned when one developer worked through his fears to create Escalate! -- a collaborative storytelling game where the next person to pick up the game branches its story and adds their own touch.
Console/PC, Indie, Design, Production

Successful game makers share indie biz tips at GDC 2015  
by Staff [01.29.15]
Speakers from Double Fine, Ouya, Devolver Digital, TinyBuild, Finji and more will be sharing their lessons learned as successful indie game makers during GDC 2015.
Indie, Business/Marketing, GDC

Trailer trouble: Dealing with pixel-art backlash 37
by Gamasutra Community [01.29.15]
Two days ago, we released our first "big" trailer. It got a lot of views, but a very vocal minority downvoted it, and got extremely mad about our use of pixel art. Here are some of our learnings from the experience.
Console/PC, Indie, Business/Marketing

Don't Miss: The top 10 weird children of games and neuroscience 26
by Erin Robinson [01.28.15]
In this classic 2011 feature, indie game developer and former neuroscience researcher Erin Robinson takes a look at ten particularly interesting studies to see what they can teach us as game makers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

5 'small but important' tips gleaned from the Global Game Jam 1
by Gamasutra Community [01.28.15]
"Realizing these aspects of game jams helped us a lot, so maybe it will help you too," writes Donald Kooiker, Global Game Jam participant from two-person team Duckbridge.
Indie, Design, Production

A clever way to handle the Global Game Jam theme, 'what do we do now' 1
by Gamasutra Community [01.28.15]
"Instead of taking the theme and trying to fit a game concept around it, we decided to literally apply the theme to the process of building the game." Find out how they did it!
Indie, Production

Game jams, and the difference between hacking and engineering 7
by Gamasutra Community [01.28.15]
Lessons learned when coding late at night on a tight deadline: "The issue of hackers vs. engineers is often framed as a question of identities, as a clash of cultures. I don't think that's healthy."
Console/PC, Indie, Programming