Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
November 30, 2015
arrowPress Releases
November 30, 2015
PR Newswire
View All

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Updates » Indie
Video: Designing games about tricky emotions like longing, or love  
by Staff [10.15.15]
Funomena's Robin Hunicke takes the stage at GDC 2014 Indie Soapbox and encourages developers to make games about tricky emotions and feelings like longing, affection, intimacy and love.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

3 things marketing my indie game taught me 3
by Gamasutra Community [10.15.15]
"Visuals, aesthetics, and outside appeal are what sell products and lead to downloads of your indie game. Players will judge your book by its cover. So make the cover gorgeous."
Indie, Business/Marketing

Don't Miss: Designing people-programming puzzler Human Resource Machine 1
by Alex Wawro [10.15.15]
Why is assembly language so appealing to puzzle game makers? Gamasutra speaks to World Of Goo dev Kyle Gabler about designing Tomorrow Corp.'s thinly-veiled programming puzzler Human Resource Machine.
Indie, Design

Considerations before you launch your game 8
by Gamasutra Community [10.15.15]
"A high-level overview of the areas outside of 'make a great game!' Not all of these may apply to your individual title, but it's worth the exercise of considering each high-level area and its implications for your game."
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

5 game design lessons from Tokyo Game Show 7
by Gamasutra Community [10.15.15]
"I got to have a lot of conversations, some short, some long, with Japanese developers who wandered by to play the game. Here are 5 takeaways, either on game design, or being a game designer, that I gleaned."
Console/PC, Indie, Design

Destruction and growth in gameplay: Creating Mushroom 11 1
by Lena LeRay [10.15.15]
"Mushroom 11 is a game about destruction and growth," is how developer Itay Keren describes his game. "You are an amorphous organism, and the only way you move is by destroying your own cells."
Indie, Programming, Design, Production, Video

Constructive retreat: Learning when to quit 2
by Gamasutra Community [10.15.15]
"I can tell you first hand that just because I was able to quit when it was still relatively early I can now work on a project I am fully committed on without any doubts."
Indie, Production

'A brawl and a race': Designing for the long game in Subterfuge 3
by Chris Priestman [10.15.15]
Subterfuge's debt to Neptune's Pride is clear, but design decisions related to interface, scope, communications, and chronology ensure that it's deeply engaging, but less demanding.
Console/PC, Smartphone/Tablet, Indie, Design, Video

The Ship publisher expands into film production  
by Alex Wawro [10.14.15]
Scottish indie studio and publisher Blazing Griffin is expanding beyond games this week by forming two new divisions dedicated to film development and post-production work.
Indie, Business/Marketing

Q&A: Orchestrating nine-player co-op chaos in A Fistful of Gun  
by Konstantinos Dimopoulos [10.14.15]
'If you want something with traditional controls or you hate arcade coin-chewers, it's probably not gonna be your thing,' says Paul 'Farmergnome' Hart. 'And I am okay with that.'
Console/PC, Indie, Art, Design, Video

6 events in 6 months: A postmortem of showing my game 3
by Gamasutra Community [10.14.15]
"Over the course of the last 6 months, I've had the opportunity to show off my current game at 6 events in 4 different countries. This included 3 consumer events, a developer conference, and 2 pitching events."
Console/PC, Indie, Business/Marketing

GDC 2016 opens for registration, debuts first talks  
by Staff [10.14.15]
The time has come to sign up for the largest and longest-running worldwide event for game developers: Game Developers Conference 2016 is now open for registration!
Console/PC, Indie, Programming, Design, Production, GDC

3 approaches for procedural world generation 6
by Gamasutra Community [10.14.15]
"The approaches are not only algorithmically very different but are also suitable for different types of games and gameplay. Here's a breakdown and analysis."
Console/PC, Indie, Programming, Design

Unity 5 Networking tutorial: Client-side prediction and server reconciliation 4
by Gamasutra Community [10.14.15]
"The concepts we will cover in this article should apply even to non-Unity environments, although we will be implementing client-side prediction and server reconciliation using the Unity Networking HLAPI."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

Postmortem: Inkle's 80 Days Exclusive 3
by Jon Ingold & Joseph Humfrey [10.14.15]
Developers at Inkle explain how small side-project turned into a huge endeavor, and eventually became one of the most critically acclaimed games on the App Store, Google Play and Steam.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing, Exclusive

Calculating the true cost of Kickstarter rewards  
by Gamasutra Community [10.14.15]
XO was successfully funded, and promised rewards -- and this blog post dives into how they were chosen, what they really cost, and offers a tool you can use for your own campaign.
Indie, Business/Marketing

Video: Don't underestimate the power of community in your games  
by Staff [10.13.15]
At GDC 2014 Kongregate's Emily Greer underscores the critical role games play in creating communities of players by sharing facts and anecdotes about how people thrive when they're part of a group.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Video

Don't Miss: Finding fourteen different forms of fun in games 9
by Gamasutra Community [10.13.15]
We talk a lot about 'finding the fun' - but what does that mean? This classic 2001 feature explores why some things are fun while others aren't, and how devs can use this to perfect their craft.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Good communication: An absolute must in a healthy work environment 2
by Gamasutra Community [10.13.15]
But how do you achieve it? Tips from former Undead Labs and ArenaNet lead Shaun Leach: "Make sure you're listening as well as talking. Work on your communication skills regardless of if you're a manager or not."
Console/PC, Smartphone/Tablet, Indie, Production

5 essential tips for your product's survival  
by Gamasutra Community [10.13.15]
"No matter how prepared and how skilled your team may be, stumbling at the final hurdle after the product has shipped can have a devastating effect on your projected forecast for reviews and more importantly sales."
Indie, Business/Marketing