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November 28, 2014
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November 28, 2014
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Updates » Indie
A look at a low-poly facial animation technique  
by Gamasutra Community [11.28.14]
"Because I donít need to make the vertex counts match for each change in expression I can really push the facial animation. It also has the benefit of looking more 'hand made.'"
Console/PC, Indie, Programming, Art

What we got out of exhibiting at PAX Australia  
by Gamasutra Community [11.28.14]
"From my perspective the event was successful due to the public response alone. We had a constant stream of attendees lining up to play for all three days."
Console/PC, Indie, Business/Marketing

Blog: The advantages of joining a bundle 2
by Gamasutra Community [11.27.14]
"My criterion is simple; when youíve reached end of your big buzz, stimulate the late buyers with the incentive of a lower price."
Console/PC, Indie, Business/Marketing

Socializing a new member in a Scrum team 1
by Gamasutra Community [11.27.14]
"Adding a new member to a team can result in conflict. Changing the group dynamic so dramatically, and without the teamís input, conflicts with Agile developmentís tenets of personal choice and team autonomy."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

IGF 2015 Student Competition sees record-setting number of entries 1
by Staff [11.26.14]
Organizers have tallied over 1,000 entries submitted to the 17th annual Independent Games Festival, with entrant records now broken across the board and Student Competition entries now available for everyone to view.
Indie, GDC

Get ready for another Train Jam game jam in 2015  
by Alex Wawro [11.26.14]
Tickets for the second annual Train Jam, which will once again take place across 52 hours on a train from Chicago to San Francisco in advance of GDC 2015, are expected to go on sale today.
Indie, Design

How important is 'clean' gameplay? 7
by Gamasutra Community [11.26.14]
"Once the gameplay became looser, the level of tuning required to make the game feel good changed, and it diluted the fundamental requirements for making jump and shoot gameplay as pristine as possible."
Console/PC, Indie, Design

Repeatable success in game production 2
by Gamasutra Community [11.26.14]
"Almost all game developers have less time, less money, less people than they need to complete what they want to achieve. They have to be smart about how the do things."
Console/PC, Smartphone/Tablet, Indie, Production

Blog: A Unity culling mask tip 3
by Gamasutra Community [11.26.14]
"The Unity Camera class has a culling mask such that each camera can be set to only display a subset of the available layers. However, I wanted to be able to change the visible layers during runtime in response to a player's actions."
Console/PC, Smartphone/Tablet, Indie, Programming

Streaming game development on Twitch: Lessons learned 4
by Gamasutra Community [11.25.14]
"I have tried to compile a number of lessons here, from both the perspective of a long time viewer of development videos/streams and that of a new game development streamer."
Console/PC, Indie, Programming, Business/Marketing

Tips for motivating your indie team: Be human 2
by Gamasutra Community [11.25.14]
"Sometimes, members who leave will have an important perspective on your project. Even if it hurts to hear that criticism, it will make your team stronger in the end."
Console/PC, Smartphone/Tablet, Indie, Serious, Production

Our Kickstarter: Scraping by without a scam, just working with fans 5
by Gamasutra Community [11.25.14]
"Every active player (and many a past player returning) was compelled to pledge. Not because they wanted to support the game, but because the rewards were irresistible for a player."
Console/PC, Indie, Business/Marketing

The science of low-polygon eyeballs 2
by Gamasutra Community [11.25.14]
"Whichever way an artist chooses she/he will have to ask themselves a question: 'How do I make the eyes look good from the side?'"
Console/PC, Indie, Art

Don't Miss: The Witness artist reminds us to keep it simple Exclusive 8
by Alex Wawro [11.24.14]
"To evoke emotions through art, in games or anything else, you have to break down your medium," says The Witness artist and Twelve Minutes developer Luis Antonio.
Console/PC, Indie, Art, Design, Exclusive

Video: Expert advice on how to make your indie games stand out  
by Staff [11.24.14]
Game designer Raph Koster hustled indie developers Adam Saltsman, Rami Ismail and Zach Gage into a room at GDC Next earlier this year to ask: as an indie, how do you successfully market your work?
Indie, Business/Marketing, Video, Vault

Charting distinctive features in games 1
by Gamasutra Community [11.24.14]
An academic look at how "distinctive features" open up games to study: "Games are as diverse as the humanity that created them. This means that trying to sort games in definite, discrete categories is fruitless."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

Why you want cross-functional team members 1
by Gamasutra Community [11.24.14]
"You are hurting the agility of your company or project if you have an over-reliance on the concept specialization and arenít encouraging teams to work collaboratively to spread knowledge and skills."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Double Fine loses a project, and lays off 12 staff 12
by Christian Nutt [11.21.14]
Confirmed: San Francisco independent studio Double Fine (Broken Age, Costume Quest 2) today laid off 12 staff after losing a deal for an unannounced project.
Console/PC, Indie, Business/Marketing

Blog: Thoughts on Practice, the NYU game conference  
by Gamasutra Community [11.21.14]
Designer Keith Burgun attended this year's conference: "While each Practice conference has evolved somewhat from the last, I feel that the one thing that itís always had in common was this element of risk-taking."
Console/PC, Smartphone/Tablet, Indie, Design

When scope gets away from you: The trials of Glork and Potatoman 5
by Gamasutra Community [11.21.14]
"Will our backers be upset that we cut the scope so much? Will they even care? the response was essentially 'Cool game, thanks for finally delivering it.'"
Console/PC, Indie, Design, Production