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April 28, 2015
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Updates » Indie
Never Alone wins Game of the Year at 12th Games for Change Festival  
by Phill Cameron [04.23.15]
Never Alone has been awarded Game of the Year for the 12th Games for Change Festival.
Console/PC, Indie, Design, Production, Business/Marketing

How a closed beta helped us improve our game: Findings and tips  
by Gamasutra Community [04.23.15]
"Our closed beta helped us to identify new issues and confirm the list of changes that we already discussed within the team but needed a fresh perspective for. It was a very helpful and illuminating experience."
Smartphone/Tablet, Indie, Production

Assassin's Creed creator's new project is Ancestors: The Humankind Odyssey 1
by Brandon Sheffield [04.23.15]
Patrice Desilets, Assassin's Creed director and now CEO and creative director of his own company Panache Games, announces a new project; Ancestors: The Humankind Odyssey.
Console/PC, Indie, Design, Production, Business/Marketing

If you build it: Colossal Order on Cities: Skylines modding Exclusive 2
by Phill Cameron [04.23.15]
We talk to Damien Morello of Colossal Order about the wild success of Cities: Skylines modding scene, and what it means for future development.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Don't Miss: Five PR tips indies really shouldn't read 19
by Staff [04.22.15]
Back in 2013 discoverability was a growing problem and "indie marketing guides" were legion, so Vlambeer's Rami Ismail created this tongue-in-cheek list of horribly misunderstood indie game PR tips.
Indie, Business/Marketing

How I optimized my HTML5 game from the start of development 1
by Gamasutra Community [04.22.15]
"I wanted the game to be playable on mobile, but making a game with so many enemies, large maps and full of effects was hardly compatible with current mobile devices, unless it was optimized from the start."
Smartphone/Tablet, Indie, Programming

Fixing Unity's tendency for object coupling: The MessageBus 18
by Gamasutra Community [04.22.15]
"Unity forces coupling straight from their first tutorial. That’s absurd. In order to solve this, we’ve created a Messaging system that allows objects to broadcast messages when events happen."
Console/PC, Smartphone/Tablet, Indie, Programming

Video blog: Games, puzzles, and contests 2
by Gamasutra Community [04.22.15]
Designer and lecturer Lewis Pulsipher runs down the distinctions: "pure games never have always-correct solutions to the whole game" while "you cannot lose to a puzzle, though you may give up."
Console/PC, Smartphone/Tablet, Indie, Design

Blog: We don't keep forgiving Double Fine 11
by Gamasutra Community [04.21.15]
Indie dev Rob Fearon: "'Why do we keep forgiving Double Fine?' is a question someone asked, in all seriousness, on a website today. The answer is, weirdly enough, we don't."
Console/PC, Indie, Business/Marketing

Blog: Shader cross compilation and Savvy, the smart shader cross compiler  
by Gamasutra Community [04.21.15]
"We either write every single shader program twice or find a way to convert from one language to the other. This is easier said than done." Here's a solution.
Console/PC, Indie, Programming

How to simulate a CRT, for indie games that really look retro 18
by Gamasutra Community [04.21.15]
Retro games were never as clear and clean as you'd think from playing today's modern indie games. This step-by-step how-to explains the whys and hows of making neo-retro look retro.
Console/PC, Indie, Programming, Art

Balancing Gunsport: The trouble with asymmetry  
by Gamasutra Community [04.21.15]
"The toughest thing about making Gunsport is ensuring that asymmetric gameplay is fair. That is to say, making sure matchups allow for any team to win across equivalent experience levels."
Console/PC, Indie, Design

The problem with flow 3
by Gamasutra Community [04.21.15]
"Games aren’t autopilot for happiness. That doesn't exist. They reveal life by giving it a basis for comparison. A fish doesn’t know it’s in water until you snatch it out."
Console/PC, Smartphone/Tablet, Indie, Design

A quick guide to public funding for Finnish devs  
by Gamasutra Community [04.21.15]
"I’m writing about learnings in applying for public funding, what kind of money sources we have tapped into at Epic Owl and what surprises we have encountered."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Don't Miss: 7 ways game designers break their own hearts 31
by Gamasutra Community [04.20.15]
"It’s a cliche to say designers are 'passionate' about games. It’s fun, at first. The honeymoon period is wonderful, and we try to stretch it out as long as possible. And then the work begins."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Novels to video games: Taking the leap 3
by Gamasutra Community [04.20.15]
"I love video games. I began building a story with, in retrospect, a comical level of naiveté. One of the first unexpected emotions to hit was guilt."
Indie, Design

Camouflaj shows its work with free République Unity assets  
by Alex Wawro [04.20.15]
Camouflaj is offering Unity developers a peek behind its curtains this week by making a slice of its République Remastered Unity 5 stealth game available for free download via the Unity Asset Store.
Console/PC, Indie, Business/Marketing

Tears for spheres: Developing Grudgeball in the year everything changed  
by Gamasutra Community [04.20.15]
"This is the story of Grudgeball's development -- but more than that, it’s the story of how it got trapped under the weight of the business risks our studio took during that time."
Smartphone/Tablet, Indie, Production, Business/Marketing

This Week in Video Game Criticism: From the pastoral of Harvest Moon to the politics of Pokemon Snap  
by Zolani Stewart [04.20.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Zolani Stewart on topics ranging from the pastoral settings of Harvest Moon to the politics of Pokemon Snap.
Console/PC, Indie, Design

The Four Horsemen of VR 16
by Simon Carless [04.20.15]
Simon Carless on the advancement of VR tech, from Google Cardboard to SteamVR, "now that I've tried four or five VR systems with games, movies, and apps."
Console/PC, Indie, Business/Marketing, VR