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February 26, 2015
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February 26, 2015
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Updates » Indie
Cast your vote now for the 2015 IGF Audience Award  
by Staff [02.02.15]
Game Developers Conference organizers are happy to announce that voting for the Independent Games Festival (IGF) Audience Award is now open through February 9th, 2015 at 11:59 PM PT.
Indie, Business/Marketing, GDC

This Week in Video Game Criticism: From Madden to Monopoly 3
by Jill Murray [02.02.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Jill Murray on topics ranging from Madden cheats to better board games for your children than Monopoly.
Console/PC, Indie, Design

GDC 2015: Get tips on dealing with online harassment  
by Staff [02.02.15]
At GDC 2015 a panel of developers seasoned by first-hand experience with online toxicity will arm attendees with real-world advice and experience that will allow them to weather any internet storm that comes their way.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing, GDC

How we got through Steam Greenlight in 5 days 6
by Gamasutra Community [02.02.15]
VHS Story got through Greenlight fast, but how? "We still believe that the main reason was our yes/no ratio," writes Svyatoslav Cherkasov, who explains here what made his team's page so compelling.
Console/PC, Indie, Business/Marketing

'What would you do if you weren't afraid?' A Global Game Jam story 2
by Gamasutra Community [02.02.15]
"'What would you do if you weren't afraid?' It hit me then: I flew to California and participated in a game jam for 48 hours straight at Facebook HQ with a bunch of strangers, and I wasn't afraid."
Console/PC, Indie, Production

With Walking Dead in the rearview, Campo Santo focuses on the future 1
by Phill Cameron [02.02.15]
We talk to Campo Santo founder Sean Vanaman on leaving Telltale, securing funding and managing the expectations after The Walking Dead.
Console/PC, Indie, Design, Production, Business/Marketing

Road to the IGF: Kevin Regamey's Phonopath Exclusive 1
by Alex Wawro [01.30.15]
As part of our ongoing Road to the IGF interview series with nominees, Power Up Audio co-founder Kevin Regamey explains how he built the award-nominated audio puzzle game Phonopath and why.
Indie, Audio, Design, Production, Exclusive, Video, IGF

Catch Croteam's Talos Principle postmortem at GDC  
by Staff [01.30.15]
GDC officials confirm Alen Ladavec and Davor Hunski, CTO and CCO (respectively) of Croteam, are delivering a postmortem of development on their IGF award-nominated game The Talos Principle at GDC 2015.
Console/PC, Indie, Design, Production, GDC

How we created the video for our successful Kickstarter 1
by Gamasutra Community [01.30.15]
"The video was the thing that we feel was most important to the success of our campaign and is also the place that we see otherwise great games trip and fall down on."
Console/PC, Indie, Business/Marketing

Building the booth: A PAX South indie exhibitor postmortem 3
by Gamasutra Community [01.30.15]
"With this post I want to do a postmortem and share some behind the scenes footage on what's it like trying to wing a 'professional indie setup' during a major games convention."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Lessons learned from localizing our game in 10 languages 2
by Gamasutra Community [01.30.15]
"It was so painful and tedious and boring which obviously led to mistakes and led to more time spent in QA. We could have made it more interesting, quicker and less of manual work if we knew some tricks."
Smartphone/Tablet, Indie, Programming, Business/Marketing

Kickstarter in 2014: The breakdown 3
by Gamasutra Community [01.30.15]
A detailed analysis of the Kickstarter platform in 2014 -- and a particular look at how game projects did. Full numbers inside.
Console/PC, Smartphone/Tablet, Indie, Serious, Business/Marketing

Get an inside look at The Long Dark and This War Of Mine at GDC  
by Staff [01.30.15]
GDC officials highlight great GDC 2015 talks from the developers of This War Of Mine and The Long Dark about the art of making great indie games.
Console/PC, Indie, Design, Production, GDC

Cook, Serve, Delicious, the final chapter: Sales, crunch, and success 6
by Gamasutra Community [01.30.15]
David Galindo returns after a year with the sixth installment of dev-log for Cook, Serve, Delicious, including Humble Bundle and Steam sales numbers, and how his free updates were created (and performed).
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

Twitch heats up: In 2014, it had 100 million unique viewers per month  
by Christian Nutt [01.29.15]
Developers, take note: The premier video game streaming site has hit some impressive milestones, and it's more than likely that your audience is waiting for you there.
Console/PC, Indie, Business/Marketing

How Crossy Road made $1 million from video ads Exclusive 4
by Alex Wawro [01.29.15]
After topping a million downloads and $1M in ad revenue in its first month of release, Crossy Road co-creator Andrew Sum breaks down the award-winning mobile game's unobtrusive monetization design.
Smartphone/Tablet, Indie, Business/Marketing, Exclusive

Road to the IGF: Justin Smith's Desert Golfing Exclusive  
by Leigh Alexander [01.29.15]
Continuing our Road to the IGF series of interviews with nominees, we speak to Desert Golfing creator Justin Smith about his Nuovo Award-nominated surprise hit, an infinite and improbable existential cruise.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, IGF

Don't Miss: Self-promotion for game developers 21
by Gamasutra Community [01.29.15]
Industry vet Raph Koster (Ultima Online) explains in this post how self-promotion is neither dishonest nor tacky -- and explains how you should step up and take credit for your work.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Sleep well, come prepared, collaborate: Lessons from the Global Game Jam  
by Gamasutra Community [01.29.15]
"This year I honestly felt like I didn't learn much about the direct process of making a game, but I learned a lot more relating to everything else that plays a supporting part in game development."
Indie, Production

Creating a user-generated chain story: A Global Game Jam postmortem  
by Gamasutra Community [01.29.15]
Lessons learned when one developer worked through his fears to create Escalate! -- a collaborative storytelling game where the next person to pick up the game branches its story and adds their own touch.
Console/PC, Indie, Design, Production