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May 27, 2015
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Updates » Indie
Other people's money 5
by Gamasutra Community [05.21.15]
"Creative arrogance -- it has to be just like I dream it! -- is fair until you ask someone else for their help. Any multi-person project necessarily involves a shared vision and shared constraints."
Indie, Business/Marketing

Kickstarter, or, every publisher's new greenlight process 23
by Gamasutra Community [05.21.15]
On Bloodstained and the new crowdfunding: "Hey, wait a minute! They don't need Kickstarter money to make this game, they need Kickstarter to prove there's an audience so they can get their real funding!"
Console/PC, Indie, Business/Marketing

Making a VR game ASAP: Galaxy Grapple, a Gear VR jam postmortem  
by Gamasutra Community [05.21.15]
Quick iterations and gameplay experimentation: A look back at the dev process for a VR game developed under tight constraints for a competition.
Console/PC, Smartphone/Tablet, Indie, Design, Production

Game dev Kickstarter in France and Germany, so far 4
by Gamasutra Community [05.21.15]
"On the 13th of May, Kickstarter officially launched in Germany. In just eight days, the service will officially launch in France." Before the official launch, how have game devs from these countries done?
Console/PC, Indie, Business/Marketing

Armor for dummies, and/or game developers 43
by Gamasutra Community [05.21.15]
A crash course in realistic armor design, since "some game character designers, not having to deal with physical items or the dangers of real battle, don't quite grasp some of the basics of functional armor design."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art

Core Labs Game Accelerator looking to mentor and fund indie devs  
by Christian Nutt [05.20.15]
Most accelerators aim at pure app startups or at casual, mobile studios -- but the Core Game Accelerator wants to give you money to make a "core" game.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

How Tim Schafer thinks about games 2
by Christian Nutt [05.20.15]
"Video games are ... a personal perspective on the world thatís consistent within that world. ... Someone really dug deep into their own mind to pull out something personal to say in a game."
Console/PC, Indie, Design

Don't Miss: 'Roguelikes' - Getting to the heart of the it-genre 23
by Christian Nutt [05.20.15]
Over the last few years, the roguelike has become the it-genre in games. In this classic 2014 feature, Gamasutra spoke to developers at Klei, Spry Fox and more to get to the heart of its appeal.
Console/PC, Smartphone/Tablet, Indie, Art, Design

PSA: European Innovative Games Showcase submissions close this Friday  
by Staff [05.20.15]
GDC Europe 2015 officials are still seeking submissions to the 2nd annual European Innovative Games Showcase at the Cologne, Germany show this August. You still have time!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC, GDC Europe

Blog: The first 8 months - going free-to-play 3
by Gamasutra Community [05.20.15]
Experienced console devs go indie, go mobile, make their dream game, get featured by Apple, and decide to go free-to-play. The stats and thoughts behind the journey and decision.
Smartphone/Tablet, Indie, Production, Business/Marketing

Creating the 'right' kind of player in the weird FPS Sub Rosa  
by Phill Cameron [05.20.15]
We talk to Cryptic Sea's Alex Austin, about developing Sub Rosa to encourage players not to shoot each other, even though they have automatic weapons and cool suits.
Console/PC, Indie, Programming, Design, Video

Blog: Eight months of development in two minutes 2
by Gamasutra Community [05.20.15]
A video recap of the development of PlayStation Mobile indie game UFO Dad, along with one handy lesson from the playtesting the developers did.
Console/PC, Indie, Production

Blog: Are missable collectibles okay, from a design standpoint? 12
by Gamasutra Community [05.20.15]
"I don't like miss-able collectibles either as a player or a designer. They aren't a thing that ruin games for me, but if they are included it will bother me."
Console/PC, Indie, Design

Why asking for less than you need on Kickstarter hurts fellow devs 13
by Alex Wawro [05.19.15]
In a recent Polygon op-ed, game designer Katie Chironis argues that asking for less than you really need to make your game is a good way to ruin Kickstarter for everyone.
Indie, Business/Marketing


Video: How biking across America changes the way you make games 3
by Staff [05.18.15]
At GDC 2015, indie dev Greg Lobanov (Coin Crypt) spoke about his bike ride across America and how it inspired him to think differently about life -- and the video games he will spend his life making.
Indie, Design, Video, Vault

Don't Miss: John Romero and Tom Hall recount making Doom 2
by Staff [05.18.15]
Designers John Romero and Tom Hall share their stories of developing id Software's seminal first-person shooter Doom in this classic video postmortem from GDC 2011.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Why my studio will not 'renounce' pixel art 43
by Gamasutra Community [05.18.15]
Pixel art is a tool, it's a technique. Would an artist hang up his brush because people don't like oil paintings?
Indie, Art

Blog: Holding a real-world meeting for an online game jam 2
by Gamasutra Community [05.18.15]
For Ludum Dare 32, we hosted our second Ludum Dare Real-World Meeting here at the Tech Valley Game Space (TVGS) in Troy, New York. How did it turn out?
Indie

This Week in Video Game Criticism: From the challenges of narrative to the demise of P.T.  
by Johnny Kilhefner [05.18.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Johnny Kilhefner on topics ranging from Konami's decision to pull P.T. to the challenges faced by game narrative.
Console/PC, Indie, Design