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July 23, 2014
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July 23, 2014
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Updates » Indie
Popular YouTuber PewDiePie generated $4 million in 2013 3
by Christian Nutt [06.16.14]
In a new report on the the Swedish Let's Player, The Wall Street Journal reports that his video channel generated massive profits for 2013.
Console/PC, Indie, Business/Marketing, YouTube

TIGA: UK video game tax breaks will be better than we expected  
by Alex Wawro [06.16.14]
The UK video game industry trade group has upped its forecast for the government's recently-ratified game indudstry tax breaks, estimating they will now create or protect roughly 10,000 jobs.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Catch up on all of Gamasutra's E3 2014 coverage right here!  
by Staff [06.13.14]
E3 2014 is officially over. But you can catch up on all of Gamasutra's developer- and game industry-focused coverage via our special event page.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Top YouTube game channels now earn nearly 3.5 billion views every month 2
by Alex Wawro [06.13.14]
The top 100 game-focused channels on YouTube continue to grow more popular, and that growth is being fueled more by personalities like PewDiePie than publishers like Activision.
Console/PC, Social/Online, Indie, Business/Marketing, YouTube

The Banner Saga composer's $50,000 fine: The legal perspective 33
by Gamasutra Community [06.13.14]
Composer Austin Wintory (Journey) recently spoke out about the fact that his composer's union is set to fine him for working on game soundtracks. Attorney Zachary Strebeck explains why.
Console/PC, Indie, Audio, Business/Marketing

The business end of a puzzle-platformer, InFlux 2
by Gamasutra Community [06.13.14]
"It's an uncomfortably low amount to be trying to make video games with on a very slender income... so I'm not sure what happens next for Impromptu, but hopefully something'll work out."
Console/PC, Indie, Business/Marketing

Adding Google Play Game Services for multiplayer 3
by Gamasutra Community [06.12.14]
"It was difficult to get setup... But it allows accessible multiplayer to Android (and apparently now iOS) users! Overall the GPGS is a blessing for other developers like myself."
Smartphone/Tablet, Indie, Programming

Recreating the feeling of flight using Oculus Rift 6
by Mike Rose [06.12.14]
There have been tons of great demos and prototypes showing off what can be achieved with the Oculus Rift VR hardware, but Birdly may be the most imaginative we've seen to date.
Console/PC, Indie, Design, Video

VR: Letting go of the avatar 3
by Gamasutra Community [06.12.14]
"It doesn't seem to be a problem if the VR world reacts differently than the real one, as long as both internal coherence, and coherence with the player's own body are both maintained."
Console/PC, Indie, Design

Blog: Getting your game through Steam Greenlight in 2014 8
by Gamasutra Community [06.12.14]
In January Valve ramped up the number of games and now are accepting a batch of 75 games every two weeks. Let's address the question 'How hard is it to get through Greenlight in 2014?'
Console/PC, Indie, Business/Marketing

Crowdfunding myths and realities: A tough look at a failed campaign 12
by Gamasutra Community [06.11.14]
A look back at "a sober level-headed crowdfunding campaign with no social network to speak of, no press connections, and no flashy things" -- and why it failed.
Console/PC, Indie, Business/Marketing

Devolver Digital is content to keep its distance from the industry Exclusive 2
by Alex Wawro [06.11.14]
“We have no aspirations to grow, and no aspirations to ever sell this company. This is what we want to do -- we’re hanging out with our buddies, doing something really cool. It feels like a family."
Console/PC, Social/Online, Indie, Production, Business/Marketing, Exclusive, E3

Exploring religion through game design: A Pilgrim postmortem 2
by Gamasutra Community [06.11.14]
"Through mechanics and story, I wanted to deal with the courage required to have faith in uncertainty, the changes we must make to uphold ideals, and the sacrifices that we must take to back those convictions."
Console/PC, Indie, Design, Production

The philosophy of magic: How magic systems work 15
by Gamasutra Community [06.11.14]
"I've been doing a lot of research about magical systems. I'm sharing my thoughts for those of you who may one day include magic in your games."
Console/PC, Social/Online, Indie, Design

Brenda Romero and The Witcher talks join GDC Europe 2014  
by Staff [06.11.14]
Brenda Romero and a lead designer on The Witcher join the lineup of speakers exploring the art and business of making games at GDC Europe 2014 this August in Cologne.
Console/PC, Indie, Design, Production, Business/Marketing, GDC Europe

Blog: Distance-based broadphase collisions 11
by Gamasutra Community [06.11.14]
"In a shooter the vast majority of the time a bullet is not going to be deadly to the player, so let’s cull those checks out to save time."
Console/PC, Smartphone/Tablet, Indie, Programming

Gamasutra blogs Game Design Challenge: We have a winner! 1
by Gamasutra Community [06.10.14]
Out of six participants, Gamasutra readers have chosen a winner, in a challenge to create a game for astronauts to play on the way to Mars -- watch the winning entry here.
Console/PC, Indie, Design

Are you a game designer, or a fiction writer? 18
by Gamasutra Community [06.10.14]
This presentation from game educator and designer Lewis Pulsipher asks that provocative question -- and examines the bigger issues behind the question.
Console/PC, Social/Online, Indie, Design

How game jams improved our fictional universe and game design 6
by Gamasutra Community [06.10.14]
"For the studio’s first project, we decided to expand upon Fragmentorum. However, rather than expanding the game, we decided to leave it for what it was and follow a different strategy: expand the game’s universe."
Console/PC, Indie, Art, Design, Production, Business/Marketing

Former Journey art director reveals his next game 1
by Mike Rose [06.10.14]
The first game from former thatgamecompany art director Matt Nava was revealed during Sony's E3 press conference last night, scheduled to arrive on PlayStation 4 in 2016.
Console/PC, Indie, Business/Marketing, Video, E3