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September 5, 2015
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September 5, 2015
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Updates » Indie
Video: Postmortem reflections on the success of Cities: Skylines  
by Staff [09.04.15]
At GDC Europe 2015, Colossal Order's Karoliina Korppoo ran down how the studio designed the game to be a latter-day SimCity, explaining how it was possible with a small team and limited resources.
Console/PC, Indie, Design, Video, Vault

Fran Bow and the appeal of the ambiguous ending  
by Joel Couture [09.04.15]
Having an ambiguous or metaphorical ending can be risky business. But if it's done just right, players will be talking about your game for decades.
Console/PC, Indie, Design, Video

Don't Miss: The Gamasutra community's game developer flashcards 8
by Gamasutra Community [09.04.15]
Developers like you from across Gamasutra's community contributed to this quirky taxonomy of personalities and situations that you're likely to encounter if you spend much time in the game industry.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Game devs join forces for War Child charity game jam  
by Alex Wawro [09.04.15]
Creative Assembly, 343 Industries and other devs will take part in a game jam for charity, with the resulting jam games being sold as a pack in 2016 to raise money for the War Child non-profit.
Console/PC, Indie, Business/Marketing

We should patch our games 11
by Gamasutra Community [09.04.15]
"Let's drop the 'don't patch your game'-style complaints, and instead figure out, together, how we can better patch our games."
Console/PC, Indie, Design

Confessions of a Steam trading card addict 2
by Gamasutra Community [09.04.15]
"The more I promised Iíd change and failed to do so, the more I hated myself for what I was doing to my body, and seemingly couldnít stop. Dozens of hours down the drain to save $2.99."
Console/PC, Indie, Business/Marketing

How to market your game - The 'Jaws' method  
by Gamasutra Community [09.04.15]
"Ideally you want the shortest most direct positioning for your product you can create, a longer more drawn out positioning can be harder to remember and harder to define."
Indie, Business/Marketing

How video game developers score art grants 3
by Bryant Francis [09.04.15]
More and more games are being partially or fully funded by grants from the NEA, the NEH, and state arts councils. WE share tips on how funding is secured, and what projects seem to find favor.
Indie, Serious, Design, Production, Business/Marketing

Procedural dungeon generation algorithm 10
by Gamasutra Community [09.03.15]
A simple, flexible, and programmatic way to create randomly-generated dungeons for a roguelike, described with helpful images and code examples.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

Video: Roadtripping across Europe to make games with 11 other developers  
by Staff [09.03.15]
At GDC Europe 2015, German dev Marius Winter shared what he and Benedikt Hummel learned from the experience of roadtripping across Europe to meet 11 other developers and make 11 games with them.
Indie, Design, Video, Vault

Harmonix using Kickstarter alternative Fig to crowdfund new game  
by Chris Kerr [09.03.15]
Video game crowdfunding platform Fig has found another high profile partner, with Harmonix announcing it'll be bringing a mystery title to the new service later this later.
Console/PC, Indie, Production, Business/Marketing

2D animation pipeline for Political Party Animals 2
by Gamasutra Community [09.03.15]
"I wrote about my decision to stick to frame by frame animation, mostly because itís what I know best. Now Iíll go into a little bit more detail in the hopes that you guys might pick up a thing or two from it."
Console/PC, Indie, Art

Blog: Linux game development in 2015 7
by Gamasutra Community [09.03.15]
"My game took me around 200 hours to complete including the code, artwork, music and level editing. With the proper tools I found the development process quite straightforward."
Indie, Programming

2015 Unity Awards nominees announced  
by Christian Nutt [09.02.15]
Plenty of excellent games are on the slate for the engine's annual award show; statues will be handed out this month in Boston, at the Unite conference.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, VR

'This We Believe' - A design tool for creating different games  
by Gamasutra Community [09.02.15]
"Each of these statements is meant to be an aspiration -- a goal that feels a bit out of reach to the design team. They tend to emerge from a set of playtests and discussions of existing games."
Indie, Design

Why we built our own tech for our indie game 25
by Gamasutra Community [09.02.15]
"We hear two things from people who see our game for the first time: 1) They're surprised weíre not using Unity. 2) They canít figure out how we created the game's look. These two things are directly related."
Console/PC, Indie, Programming

Platforming with paint: Making a splash with INK 2
by Gamasutra Community [09.02.15]
"We have been overwhelmed by the response INK has had. This only motivates us to keep supporting the game a little bit longer, and adding features we had to cut during development."
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Thoughts on finding your place in the industry 3
by Gamasutra Community [09.02.15]
"I donít know my place in the game world. Things are changing so fast that itís hard to tell if Iím on a good path or doing nothing at all."
Indie, Production, Business/Marketing

The game design scrapheap 3
by Gamasutra Community [09.02.15]
"So Iíve stopped working on my previous game and added it to the game design scrapheap which grows bigger by the year."
Indie, Design, Production

Bringing a 2D puzzler to VR in Fantastic Contraption for Vive  
by Bryant Francis [09.01.15]
The developers of Fantastic Contraption explain what they learned about best practices for VR development when they ported their simple 2D puzzle game into a 3D experience for Vive.
Indie, Programming, Design, Production, Business/Marketing, Video