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February 9, 2016
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Updates » Indie
Best of 2015: The story of Transformice, an indie game with 60M players 17
by Gamasutra Community [12.30.15]
Four years in to creating a game that spiked in popularity beyond its developers wildest dreams: A postmortem of boom times, a changing business model, and a studio's transformation.
Indie, Art, Design, Production, Business/Marketing

Best of 2015: We're not pegs 33
by Gamasutra Community [12.30.15]
Laralyn McWilliams on allowing diversity to flourish at game studios, through the lens of personal experience: "It seems weak, this carving away at ourselves to fit in someone else’s definitions."
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie

Gamasutra's Best of 2015: Simon Carless' Top 5 Overlooked Games  
by Simon Carless [12.30.15]
"What does ‘underappreciated’ mean? For the purposes of this (highly subjective) list, let’s just say: ‘doesn’t appear on a majority of the other Top 10/20 lists, and you might have missed it or just not got around to playing it’."
Console/PC, Indie

What I learned from Ludum Dare: Making online multiplayer games is hard 4
by Gamasutra Community [12.30.15]
"The time spent on testing and debugging alone is enough to make the task unfeasible in a short amount of time. That said, for longer projects, I think it's worth learning how to create latency prediction and lobby servers."
Indie, Programming

Designing games that let livestream viewers take part in the play 5
by Joel Couture [12.30.15]
Robot Loves Kitty designs games in which stream viewers can take part and even change the outcome. 'This is a new genre in our minds, and we want to dive in,' says producer Alix Stolzer.
Indie, Design, Production

Blog: The consequences of failure 16
by Gamasutra Community [12.29.15]
"I had this idealistic idea about making people happy with games I make. I don't need to get rich, but I do need to pay my rent, that's enough. But I feel like I'm an enemy towards the people I make games for."
Indie, Production, Business/Marketing

Best of 2015: 5 Myths of the Indiepocalypse 79
by Gamasutra Community [12.29.15]
"The hot topic for independent developers these days is the so-called 'indiepocalypse.' It’s the notion that indies are going to have an increasingly difficult time making a living now."
Indie, Business/Marketing

Find YouTubers to cover your game in under 2 minutes 14
by Gamasutra Community [12.29.15]
"By now, we're all aware that getting YouTubers to cover our games is a major factor in building awareness and sales for our games. Today, I'm going to show you how I go through this process in under 2 minutes."
Indie, Business/Marketing

XCOM modders go pro as new indie outfit Long War Studios 1
by Alex Wawro [12.29.15]
A small team of avid modders has taken the next step and formed their own Colorado-based indie venture, Long War Studios, as they prepare to Kickstart their first game: Terra Invicta.
Indie, Business/Marketing

Here's the game lineup for GDC 2016's Alt.Ctrl.GDC showcase  
by Staff [12.29.15]
Game Developers Conference 2016 organizers have chosen 20 games (out of over 100 submissions!) for next year's alt.ctrl.GDC, an on-site playable exhibit of alternative control schemes and games.
Console/PC, Social/Online, Indie, Design, GDC

The importance of a character's pose 2
by Gamasutra Community [12.29.15]
"Our team has a background in animation so we spent a great deal of time and effort into the main poses. Being an action title that had you up close to the enemies, we made sure to place a lot of emphasis into the impact."
Console/PC, Indie, Art

Video: Creating the striking pop-up book world of Tengami  
by Staff [12.28.15]
Nyamyam's Jennifer Schneidereit speaks at GDC 2015 about the intriguing technical and design challenges faced in creating the environments of Tengami, an adventure game inside a virtual pop-up book.
Indie, Design, Video

Planetary Annihilation: The journey of a Kickstarter 1
by Gamasutra Community [12.28.15]
"The Planetary Annihilation Kickstarter was one heck of a roller coaster. It has given me the highest high and the lowest low of my career. It taught us a lot and gave the scars to prove it."
Console/PC, Indie, Business/Marketing, Crowdfunding

How to make games work for colorblind players 8
by Gamasutra Community [12.28.15]
"The attention programmers pay to squashing bugs should also be given by artists to check and account for art that causes disability and lessens the scope of the player pool."
Indie, Art

New survey looks at the economics of indie game development 12
by Chris Kerr [12.28.15]
A new survey conducted by Indie Megabooth, an annual indie game showcase held at PAX, has shed some light on the financial side of its indies.
Console/PC, Indie, Business/Marketing

The Weird Al of game jams: Making Mutant Veggie Arena  
by Gamasutra Community [12.28.15]
What goes into jamming up a strange game: "After my first Ludum Dare entry about the Amish and this entry about food, I'm starting to feel like the Weird Al of video game development."
Console/PC, Indie, Programming, Art, Audio, Design, Production

Game UI design tips to improve UX 4
by Gamasutra Community [12.28.15]
From Super Mario World to Hearthstone: "Great design is important and user expectations have never been higher. Use these UI design tips to improve your usability."
Console/PC, Smartphone/Tablet, Indie, Design

Facing the challenge of getting Bastion to PlayStation Vita 7
by Gamasutra Community [12.28.15]
The travails of getting a console game onto Sony's handheld -- a port postmortem from a developer perspective, packed with juicy technical details.
Console/PC, Indie, Programming

Sunless Sea, 80 Days and the rise of modular storytelling 3
by Phill Cameron [12.25.15]
We discuss the production and design strengths of 'modular storytelling' with the developers of 80 Days and Sunless Sea, who are pioneering this new form of game narrative.
Console/PC, Smartphone/Tablet, Indie, Design, Production

Blog: Our level building process: How long does it take?  
by Gamasutra Community [12.24.15]
"Taking in mind that we have one day a week to work on the game, the answer is that it can take anywhere between four weeks to three months of actual time between the first idea and having something release worthy."
Console/PC, Indie, Design, Production