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October 5, 2015
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Updates » Indie
Don't Miss: A biometric study of how horror games affect players 13
by Joel Windels [10.05.15]
Usability studio Vertical Slice measures player reactions to four horror games to find out which is "scariest," how casual and core players react, and whether they get scared in the same way.
Console/PC, Indie, Audio, Design

This Week in Video Game Blogging: Remastering for HD and MOBA Map Analysis  
by Critical Distance [10.05.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from some practical advice for optimizing games for HD to a map analysis of the 'big three' in MOBAs.
Console/PC, Indie, Design

Crunching the numbers behind the indie game boom 2
by Gamasutra Community [10.05.15]
"Probability of success is not defined by how many other devs there are. It's defined by how good your game is and how well you market it. Most games fail."
Indie, Business/Marketing

Struggling with obscurity as an indie 7
by Gamasutra Community [10.05.15]
"Obscurity is probably our biggest challenge as indies. When we spend all of our time for months or years working on something, we tend to forget that almost nobody knows about us and our game."
Indie, Business/Marketing

thatgamecompany co-founder Kellee Santiago joins Google Play Games  
by Chris Kerr [10.05.15]
Former thatgamecompany president and co-founder Kellee Santiago has joined the Google Play Games team.
Smartphone/Tablet, Indie, Production, Business/Marketing

What Mr. Robot says about bugs  
by Gamasutra Community [10.05.15]
“Debugging is actually all about finding the bug. About understanding why the bug was there to begin with. About knowing that its existence was no accident.”
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

'What YouTube channels/personalities do you watch to help you make better games?' 16
by Staff [10.02.15]
Do YouTubers help you make better games? To find out, Gamasutra took to Twitter to ask our followers: Who do you watch?
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

10 lessons from traditional publishing, for indies and digital pubs  
by Gamasutra Community [10.02.15]
"You are not just a developer; you become a business publishing unit – all the risk is with you. We thought it may be helpful to highlight ten things that we believe digital publishers can learn from the boxed sector."
Console/PC, Indie, Business/Marketing

Born from Tearaway, ImGui is a free GUI library for your games  
by Alex Wawro [10.02.15]
There's a chance you might have missed the news that the GUI library Media Molecule used while developing Tearaway is now freely available to game developers on GitHub as ImGui.
Console/PC, Indie, Business/Marketing

Video: How to hire and retain more women in the game industry 3
by Staff [10.02.15]
At GDC Europe 2015 a panel of women from companies like King, NaturalMotion and Gameloft share their experiences as women in the game industry and offer advice for increasing diversity.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing, Video, Vault

Don't Miss: 5 tips for making great animations in 2D games 36
by Eric Caolli [10.02.15]
Want to create eye-catching sprites for your 2D game? In this classic 2012 feature, two animators who've worked on some vibrant 2D games offer five tips for stepping up your sprites.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art

Positional dungeon crawling 2
by Gamasutra Community [10.02.15]
"I don't think that positioning-based mechanics are easier to develop. They have more complex interactions. But they are easier to understand for the player."
Console/PC, Smartphone/Tablet, Indie, Design

Intel has sold middleware maker Havok to Microsoft 11
by Alex Wawro [10.02.15]
Big game dev tools news today: Microsoft has acquired Havok, the Irish company best known for its physics engine technology, from long-time owner Intel for an undisclosed sum.
Console/PC, Indie, Business/Marketing

A tale of two PAXes 4
by Gamasutra Community [10.02.15]
"This post is about the delta between two PAXes, several months apart: what I observed, the mistakes I made on the first go-round, and the ways I tried to improve for the second."
Indie, Business/Marketing

Streamlining controls: How I got to the right scheme 3
by Gamasutra Community [10.02.15]
"Previously, even experienced players, including myself, found it difficult to maneuver and aim. I had to make pretty dramatic changes to the fundamental way in which my game would control and play."
Console/PC, Smartphone/Tablet, Indie, Design

How to write compelling feature lists: Imperative verbs 7
by Gamasutra Community [10.02.15]
"What I’m here to share with you today is one simple little trick that’ll make players feel compelled to buy your game: Make your feature lists about the player’s experience while playing your game."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Beneath the pixels: The art direction of Super Time Force 5
by Dan Vader, Mike Nguyen & Vic Nguyen [10.02.15]
A deep look at the decidedly non-retro pixel art direction for Capy Games' Super Time Force Ultra -- what it takes to make a "fever dream" of a 2D game on HD hardware.
Console/PC, Indie, Art, Video

Video: Talk about your failures so other devs can learn from them  
by Staff [10.01.15]
"The independent game space has a problem with failure," said indie dev Ashley Zeldin at GDC 2015. "When all we hear about are successes, that creates unrealistic expectations."
Console/PC, Indie, Design, Production, Business/Marketing, Video, Vault

Metacritic has a new challenger: OpenCritic 2
by Alex Wawro [10.01.15]
OpenCritic is a new video game review aggregator that aims to compete with Metacritic by providing a wider array of opinions on games and surfacing more data on how its aggregation works.
Console/PC, Indie, Business/Marketing

Opinion: 'Interactive fiction' is just another way of saying 'game' 20
by Katherine Cross [10.01.15]
Columnist Katherine Cross applies a critical lens to the old game/non-game debate surrounding interactive fiction.
Smartphone/Tablet, Indie, Serious, Design