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May 4, 2016
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May 4, 2016
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Updates » Indie
Blog: E3 is still relevant, but it's definitely changing 3
by Gamasutra Community [03.18.16]
"If the event is still relevant, then why are so many high profile publishers opting out? Hosting your own event, focusing on fans instead of only media, and avoiding the noise are all reasons some have left."
Console/PC, Indie, Business/Marketing

Analyzing why people play games, and how it changes over time 1
by Alex Wawro [03.18.16]
“The goal of this talk is to help you develop accurate empathy,” said Ubisoft's Jason VandenBerghe. “To understand what’s going on in your players’ minds so you can make accurate design decisions.”
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

What I learned from having a 'Mostly Negative' rating on Steam 14
by Gamasutra Community [03.18.16]
"Our game launched to an onslaught of negative feedback regarding a myriad of technical issues that we could not have predicted. This could have been the breaking point. But it wasn't."
Console/PC, Indie, Production, Business/Marketing

This Week in Video Game Blogging: Horror, monsters, and bad faith  
by Gamasutra Community [03.18.16]
This week, our partnership with game criticism site Critical Distance brings us picks from their Eric Swain on horror, trauma, and vicious children.
Console/PC, Indie

GDC Highlights: Design Lessons, VR Tips, and an Iwata Tribute  
by Bryant Francis [03.17.16]
We bring you the highlights from Day 4 of GDC, from VR tips to lessons about action games!
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing, GDC

Meg Jayanth: 10 ways to make your game more diverse 25
by Katherine Cross [03.17.16]
Writer Meg Jayanth’s GDC talk “10 Ways to Make Your Game More Diverse,” brought her experience on Inkle’s award winning mobile story game 80 Days to bear on this sensitive topic.
Indie, Design, GDC

Finji's Adam Saltsman: Tips for deciding which game ideas to pursue 8
by Chris Baker [03.17.16]
In his Wednesday GDC talk, Adam Saltsman of Finji describes a nightmare scenario that will give any game developer chills.
Indie, Design, Production, Business/Marketing, GDC

Three mistakes to avoid when you're making your first game(s) 7
by Gamasutra Community [03.17.16]
"I've experienced and seen a lot of mistakes which young and/or inexperienced developers do. Some of them are mistakes that you cannot avoid; others are mistakes that could -- with good mentoring or consultation -- be avoided."
Console/PC, Smartphone/Tablet, Indie, Design, Production

Yuting Su's Octobo: A 21st Century Teddy Ruxpin  
by Katherine Cross [03.17.16]
Developer Yuting Su’s adorable one-eyed Octobo is something of a Teddy Ruxpin style storytelling cuddlebug that is meant to provide a cute, interactive experience for young, new readers.
Indie, Design, Production, Video, GDC

The Unity plugins we used for our puzzle platformer 1
by Gamasutra Community [03.17.16]
"The problem is: what plugin to choose? We ask ourselves the same question. We tested a lot of plugins and came up with the ones that are really useful."
Console/PC, Indie, Programming

Witcher 3 wins Game of the Year at 16th annual Game Developers Choice Awards  
by Staff [03.16.16]
CD Projekt Red's expansive open-world game leads a list of award-winning games that include IGF darling Her Story, Psyonix's Rocket League, Dontnod's Life is Strange and more.
Console/PC, Indie, Programming, Art, Audio, Design, Production, GDC

Her Story takes home top honors at the 18th annual IGF Awards  
by Staff [03.16.16]
In addition to the grand prize, Sam Barlow's Her Story also received the top honor for Excellence in Narrative. Read on for the full list of award winners!
Indie, Programming, Art, Audio, Design, Production, GDC

Watch the 2016 IGF and Game Developers Choice Awards right here!  
by Staff [03.16.16]
We've taken the liberty of embedding the stream of tonight's Game Developers Choice and IGF awards, so if you can't make it in person, tune in and celebrate the work of your fellow game creators.
Console/PC, Indie, Business/Marketing, Video, GDC

GDC Highlights: Epic acting, Disney crosses roads, & #1reasontobe  
by Bryant Francis [03.16.16]
With day 3 of GDC16 complete, we're bringing you a sample of news and reactions from the show floor and viewers at home.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Production, Business/Marketing, GDC

Richard Rouse III's 6 techniques to make game narratives more dynamic 1
by Chris Baker [03.16.16]
At GDC, game designer Richard Rouse III outlined six different techniques for adding dynamism to game stories, and cited several games that exemplify each of these techniques.
Console/PC, Indie, Design, GDC

Don't Miss: 3 procedural storytelling takeaways from Moon Hunters 7
by Bryant Francis [03.16.16]
'Roguelikes are about many truths, about a pluralistic view of the world,” said game designer Tanya X. Short in this classic feature. 'There's not a single truth of what the game is."
Indie, Design

GDC looks back for 30th edition with all-star microtalks  
by Simon Carless [03.16.16]
Kicking off the Game Developers Conference 2016 in style, an all-star set of microtalks took us through the major trends the game industry has seen across 30 editions (and 29 years) of the show.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Unreal Engine 4's new Sequencer allows for film-style cinematic workflow  
by Christian Nutt [03.16.16]
During Epic Games' GDC keynote, the company's Michael Gay demonstrated Sequencer, the company's new cinematic tool which is modeled on workflows used by the film and television industries.
Console/PC, Smartphone/Tablet, Indie, Programming, Business/Marketing

No longer the underdog, Unity is going through some growing pains  
by Alex Wawro [03.16.16]
In a conversation this week with Gamasutra, Unity exec Clive Downie describes the engine's recent technical troubles as "growing pains" -- and outlines how the company will tackle them.
Console/PC, Indie, Business/Marketing

When not to go to Early Access 1
by Gamasutra Community [03.16.16]
"From the people I've spoken with, most of the time Early Access is going to be the best option. With that said, understanding what works and doesn't work on the model will determine whether or not your game will succeed."
Console/PC, Indie, Production, Business/Marketing