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May 3, 2015
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Updates » Indie
From snakes to threads: Modularity with logic and graphics 1
by Gamasutra Community [03.25.15]
"Keeping logic and graphics separate might perhaps look like an elaborate exercise of style at a first glance, but really pays back during the development stages, because of its modularity and flexibility."
Console/PC, Smartphone/Tablet, Indie, Programming

Unity 5: Making the most of updating - Lighting and shaders 3
by Gamasutra Community [03.25.15]
"Unity's new Standard Shader is meant to handle most of the materials you'll need, and it certainly lives up to that for us." Here's how you use it -- script included.
Console/PC, Smartphone/Tablet, Indie, Programming

Sunless Sea sales and funding deep dive: Kickstarter 3
by Gamasutra Community [03.25.15]
"We launched our Kickstarter campaign on 3rd September 2013. The funding goal was £60,000. We received £100,803 (168% of our funding goal) from 4,271 backers."
Console/PC, Indie, Business/Marketing

Game dev summer camp snags Swedish game industry talent as mentors  
by Alex Wawro [03.25.15]
Jens Bergensten and Avalanche Studios founder Christofer Sundberg are among the six game industry figures who have signed on to mentor participants in the upcoming Stugan game dev accelerator program.
Console/PC, Indie, Business/Marketing

Let's get real about the financial expectations of 'going indie' 29
by Bryant Francis [03.25.15]
There are many ways to measure the distance between "going indie" and independent sustainability in the world of game development. We talk to a few devs about their very real struggle to survive and thrive.
Indie, Business/Marketing

Gaming the system: How we actually got more women making games 4
by Gamasutra Community [03.24.15]
"Nobody ever asks how to actually get more women making games, and being happy making games. It's a shame, because that's actually a question I'd have an answer for."
Indie, Business/Marketing

Don't Miss: How Sony's Net Yaroze ignited indie console development 6
by John Szczepaniak [03.24.15]
This classic Net Yaroze feature includes interviews with developers who got their start on the system, as well as academics who used it in some of the world's earliest hands-on game dev programs.
Console/PC, Indie, Programming, Design, Production

PSA: Twitch may have been hacked, so change your passwords  
by Alex Wawro [03.24.15]
Heads up, game devs: Twitch thinks hackers may have breached its security, so it has reset all passwords and stream keys while disconnecting its users' YouTube and Twitter integrations.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Screen ecologies, 'multi-gaming,' and designing for different kinds of engagement 7
by Gamasutra Community [03.24.15]
"Rather than designing games meant to consume a player’s entire attention, maybe its worth designing games to be slow, tedious or even boring. We think this can be attractive to players."
Console/PC, Smartphone/Tablet, Indie, Design

Standing out at an indie expo... On a budget 6
by Gamasutra Community [03.24.15]
"Top priority at an expo stand is visibility. I've written a blog about expo stands -- specifically our latest one, and these cool little lightboxes we made for it!"
Indie, Business/Marketing

Unity creates educational resources, makes engine free to teachers  
by Christian Nutt [03.23.15]
Unity 5 can head to high schools complete with a curricular framework for teaching the engine, and standards aimed at integrating with school curricula.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Student/Education

What it takes to be an indie dev mom 19
by Gamasutra Community [03.23.15]
"I am a mom. I have two beautiful sons. am also the CEO of Finji. I contribute to design, handle the finances, legal, console partnerships, and monitor and co-mentor our Partner Publishing projects."
Indie, Production, Business/Marketing

This Week in Video Game Criticism: Altgames and Alternative Histories  
by Kris Ligman [03.23.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from game development's punk scene to game reviews from a timeline where the industry turned out very differently.
Console/PC, Indie, Design

Testing in a Scrum team  
by Gamasutra Community [03.23.15]
"I will discuss what types of testing I think should be done by a Scrum team, and what types could be done by someone outside of the team."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Itch.io launches open revenue sharing 2
by Phill Cameron [03.23.15]
Itch.io has launched open revenue sharing, allowing developers to choose how much revenue to share with the online distributor.
Console/PC, Indie, Business/Marketing

New Chicago summit aims to raise awareness about video game law  
by Alex Wawro [03.20.15]
Two Chicago-based law students are looking to raise awareness among developers about the state of video game law by organizing the first annual Chicago Video Game Law Summit next week.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Mission and culture: Lessons from Riot Games 2
by Gamasutra Community [03.20.15]
"Terrance Cohen of Riot games came to our workspace to give a talk about Mission and Company Culture. I'm going to go over the key points, what I learned, and how we plan to apply this."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Solving multiplayer growing pains in Subterfuge 8
by Gamasutra Community [03.20.15]
Ron Carmel (World of Goo) walks us through changes the team is making in the alpha version of his latest game, Subterfuge -- and the data and insight that backs them up.
Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Don't Miss: Cliff Bleszinski's game developer flashcards 89
by Cliff Beszinski [03.20.15]
Boss Key founder and Jazz Jackrabbit creator Cliff Bleszinski cheekily codifies game developer behavior into a series of common profiles in this classic Gamasutra feature.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production

Video: Nier director discusses making weird games for weird people 2
by Staff [03.20.15]
At GDC 2014 Taro Yoko, director of games like Nier and the Drakengard series, talked about the process he uses to create worlds and stories that get noticed and foster dedicated fans.
Console/PC, Indie, Design, Video, Vault