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October 24, 2014
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October 24, 2014
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Updates » Indie
Blog: The iPhone vs. 3DS debate, and some numbers 6
by Gamasutra Community [09.24.14]
"Comparing Apple to Nintendo is like comparing Dell to Disney... Ultimately it's up to us to individually play games where we like."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Seeing your fans as more than customers  
by Mike Rose [09.24.14]
Graeme Struthers with indie publisher Devolver Digital took to the DICE Europe stage today, to discuss the outside-the-box ways in which the company has managed to utilize its fanbase.
Console/PC, Indie, Business/Marketing

An indie studio's internal game jam diary  
by Gamasutra Community [09.24.14]
How the studio behind Guns of Icarus Online structured and executed its latest 3-day jam based on lessons learned from past jams -- and how it went.
Console/PC, Indie, Production

Keep Talking and Nobody Explodes: A team-based Oculus Rift game Exclusive 6
by Mike Rose [09.24.14]
At the 2014 Global Game Jam, three game creators were desperately trying to come up with an idea for an Oculus Rift game, when they accidentally stumbled across a rather outlandish concept.
Console/PC, Indie, Design, Exclusive, Video

Jason Rohrer's 'agonizing' new real-money game, Cordial Minuet 3
by Christian Nutt [09.23.14]
"The drama and emotional anguish is magnified tremendously when there's something real at stake."
Console/PC, Indie, Design

Don't Miss: 20 fun facts about hex grids 23
by Gamasutra Community [09.23.14]
20 "of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design

Blog: On Steam curation - What I think it changes 11
by Gamasutra Community [09.23.14]
Mike Bithell (Thomas Was Alone, Volume) shares his thoughts on Steam's new discoverability and curation systems: "Make no mistake. This new system is not a meritocracy."
Console/PC, Indie, Business/Marketing

Blog: The gender gap in VR 63
by Gamasutra Community [09.23.14]
"Frankly, Iím worried that VR is turning into a 'guy space,' where women are made to feel less welcome. Thatís not okay! I want to share the joys of VR with everyone, and so I don't want anyone to feel excluded."
Console/PC, Indie, Business/Marketing, VR

Raph Koster, Octodad devs join GDC Next speaker lineup  
by Staff [09.23.14]
Octodad: Dadliest Catch developers Phil Tibitoski and John Murphy join the speaker lineup at GDC Next 2014 featuring ADC this November alongside game industry veteran Raph Koster.
Console/PC, Indie, Design, Production, GDC Next

Analysis: Can 'The Curators' solve Steam's discoverability issues? Exclusive 40
by Mike Rose [09.23.14]
Everyone has an opinion on how to "fix" Steam. This week, Valve launched Steam Discovery, whereby you now you put your wallet into the hands of "The Curators."
Console/PC, Indie, Business/Marketing, Exclusive

Future game story: How we can improve games by getting experiential 51
by Gamasutra Community [09.23.14]
"For years, Iíve told friends and colleagues that game stories suck. People nod their heads, then happily play and continue making story-driven games anyway."
Console/PC, Smartphone/Tablet, Indie, Design

This Week in Video Game Criticism: Do We Overuse the Term 'Interactive'? 1
by Lindsey Joyce [09.22.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Lindsey Joyce on topics ranging from our overzealous use of the term 'interactivity' to whether games can exist sans politics.
Console/PC, Social/Online, Indie, Design

With big names signed, Nexon guns for Western players with new division  
by Christian Nutt [09.22.14]
Cliff Bleszinski is on board, and so are many other Western developers. Now, the company formally announces its new publishing division: Nexon XP.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Lovers in a Dangerous Spacetime dev: Timing is everything 3
by Gamasutra Community [09.22.14]
"One of the tasks we find ourselves doing quite frequently is controlling the timing of things (loop an animation for x seconds, randomize AI behavior every y seconds, etc.)."
Console/PC, Indie, Programming

Creating epic-scale games on an indie budget 8
by Gamasutra Community [09.22.14]
"While youíll always face compromises, there is nothing stopping anyone from creating a vast, engaging, and epic-scale game on an indie budget."
Console/PC, Indie, Design, Production

Oculus Connect 2014: Catch up on Gamasutra's coverage!  
by Staff [09.22.14]
Gamasutra was in Hollywood over the weekend for Oculus Connect 2014, where visionaries including Palmer Luckey, John Carmack, and Jesse Schell shared their vision for the future of virtual reality.
Console/PC, Smartphone/Tablet, Indie

Blog: User interface iteration magic 6
by Gamasutra Community [09.22.14]
"Archmage Rises is a UI-heavy game, and the interface is core to the entire game experience. Proper software development methodology mandates that we take on the highest priority and risk items first."
Console/PC, Indie, Art, Design, Production

A key ingredient for successful game studios: Positive energy 12
by Gamasutra Community [09.22.14]
"Game development work is inherently and by necessity creative, yet often we don't work in environments conducive to creativity."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

After 20 years working with VR, Jesse Schell speaks his mind Exclusive 36
by Christian Nutt [09.22.14]
He started working with VR in 1993, and professionally in 1995. Now he's making prototypes for the Oculus Rift and teaching students how to develop in VR. What does he think of the medium's future?
Console/PC, Indie, Design, Business/Marketing, Exclusive, VR

A little advice for game developers from Oculus' Palmer Luckey 2
by Christian Nutt [09.20.14]
We got a few moments with the Oculus VR co-founder at Oculus Connect, and this is what he had to say to game developers: keep trying, and make sure you polish your work.
Console/PC, Indie, Production, VR