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March 1, 2015
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March 1, 2015
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Updates » Indie
Virtual mess: Destructors in C++ 24
by Gamasutra Community [02.05.15]
"This is why I think that the virtual destructor is a concept that never stood the test of time and not only exposes bad design of one of the core language features, but also introduces a lot of problems."
Console/PC, Smartphone/Tablet, Indie, Programming

D4, JRPGs and Danganronpa deconstructed in GDC 2015 Japanese talks 1
by Staff [02.05.15]
Hidetaka 'SWERY' Suehiro breaks down D4's development, an expert panel examines JRPG audio design and Kazutaka Kodaka deconstructs Danganronpa at GDC 2015.
Console/PC, Social/Online, Indie, Business/Marketing, GDC

Get a career jumpstart at the GDC 2015 Game Career Seminar 1
by Staff [02.05.15]
GDC 2015 organizers highlight notable sessions in this year's Game Career Seminar, which features portfolio reviews from Epic, Irrational and more alongside career guidance talks from industry veterans.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing, GDC

Revisiting the MDA framework 5
by Gamasutra Community [02.05.15]
"Is MDA broken? No, it is not. What this discussion intends to show is that in fact there are games which, by their nature or their medium, do not conform themselves to this model."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

How I sign mobile devs for projects: A producer's take 2
by Gamasutra Community [02.05.15]
"Everything begins with finding the right developer for the project. For this article I have decided to focus on one part of my job, which is finding external developers to be partners with us in the creation of a mobile game."
Smartphone/Tablet, Indie, Production, Business/Marketing

Coding the Sheeple: AI in a realtime physics world 1
by Gamasutra Community [02.04.15]
"It's harder to do AI when you're in a realtime physics world, where all sorts of things can happen at any time. Wait between actions, pause... instead of just doing everything immediately."
Console/PC, Indie, Programming

Brenda Romero asks: 'What does a great game look like?' 3
by Kris Graft [02.04.15]
Game development veteran Brenda Romero asks the question during a talk at today's DICE Summit in Las Vegas, then offers her own answers based on her experience as a developer, educator and player.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

Road to the IGF: [Bracket]Games' Three Fourths Home Exclusive  
by Alex Wawro [02.04.15]
As part of our ongoing series of Road to the IGF interviews with nominees we chat with designer Zach Sanford about where Three Fourths Home comes from and the appeal of games as a storytelling medium.
Indie, Design, Production, Exclusive, Video, IGF

Tabletop resources for video game developers  
by Gamasutra Community [02.04.15]
"We thought we'd share our best finds here -- the kind of resources we wished we had known about from the start. We thought this kind of thing might be useful for those looking to make the same leap."
Indie, Design, Production, Business/Marketing

If you want your studio to succeed, put people first - Riot 3
by Kris Graft [02.04.15]
At the annual DICE Summit in Las Vegas, Riot CEO Brandon Beck argues that companies -- in this case, game companies -- don't invest enough in their people, which leads to painful negative outcomes.
Console/PC, Indie, Production

Valve debuts the next generation of OpenGL at GDC 2015 1
by Staff [02.04.15]
At GDC 2015, top engineers from Valve, Epic, Unity, Oxide, and Electronic Arts will unveil and explain Khronos' glNext initiative -- the successor to OpenGL.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, GDC

Video: Crowdsourcing the localization of Gone Home  
by Staff [02.04.15]
At GDC 2014, Gone Home programmer Johnnemann Nordhagen reveals how the four-person indie dev team enabled, supported, and encouraged fan-made translations for the game to broaden its reach.
Console/PC, Indie, Production, Video, Vault

Studio size debate: Think big or think fast? 6
by Gamasutra Community [02.04.15]
Two indie studios, two destinies: Tanya X. Short of Kitfox Games and Guillaume Boucher-Vidal of Nine Dots talk about where they are, and where they're planning to go -- and why.
Console/PC, Indie, Production, Business/Marketing

Come to GDC 2015 for expert tips on developing crowdfunded games  
by Staff [02.04.15]
Experienced crowdfunded devs Chris Avellone, Soren Johnson, Adrian Goya and Jamie Cheng will share advice and lessons learned about open development via Kickstarter and Early Access at GDC 2015.
Console/PC, Indie, Production, Business/Marketing, GDC

How to make your game pitch resonate 6
by Gamasutra Community [02.04.15]
"How can you get people excited when you tell them about your game idea, whether itís friends or future fans? How do you get people fired up when they ask 'can you tell me about this game?'"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Don't Miss: Crafting great point-and-click adventure game puzzles 14
by Gamasutra Community [02.04.15]
Sit back, relax, and let idiot game designer Dan Marshall talk you through his special recipe for making Point n' Click Adventure Game puzzles.
Console/PC, Indie, Design

'Living games' - An alternative to Early Access? 5
by Gamasutra Community [02.04.15]
"A good living game is also one that doesn't show up one day 'complete' but should reach a point of being a completed concept relatively early in its development. From there, the game should continue to get better."
Console/PC, Indie, Design, Production, Business/Marketing

Yes, you can run a game jam for kids. Here's how ours went 1
by Gamasutra Community [02.04.15]
What happens when you run a game jam at a library and ask kids to take part? Look no further than this blog post, which offers a look inside the process and helpful lessons learned from doing it.
Indie, Production

Video game storytelling: The basics of character 5
by Gamasutra Community [02.03.15]
"Heroes arenít the only characters who confront conflicts over the course of a story; nor are they the only ones who change and grow."
Console/PC, Indie, Design

Don't Miss: The crowdsourcing crash course of #IDARB Exclusive 3
by Kris Graft [02.03.15]
#IDARB wasn't supposed to be much of a game at all. But thanks to input from all over the internet, the eight-player sports game has become something even bigger than its developer.
Console/PC, Social/Online, Indie, Design, Exclusive