Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
February 27, 2015
arrowPress Releases
February 27, 2015
PR Newswire
View All






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


Updates » Indie
Don't Miss: What game makers can learn from Magic: The Gathering 33
by Will Luton [02.24.15]
In this classic feature, Will Luton deconstructs the original collectible card game, Magic the Gathering, and the important lessons it holds for today's video game designers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Remember: GDC 2015 online registration closes tomorrow  
by Staff [02.24.15]
With just over a day left until online registration for GDC 2015 ends on February 25th at 11:59 PM PT, conference organizers are encouraging anyone interested in attending to register now.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Learning stenography for programming 18
by Gamasutra Community [02.24.15]
"Stenography is a different way to input text that uses far fewer keystrokes than traditional typing, and at a far greater speed. Personally, I'm mostly interested in the fewer strokes part."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

7 things I wish someone had told me before my first GDC 7
by Gamasutra Community [02.24.15]
"A lot of this advice makes GDC seem like a bummer. It wasnít for me, and I hope it wonít be for you. But it is an exhausting and overwhelming week. You will feel incredible highs and incredible lows."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Reminder: Know your GDC Code of Conduct 3
by Staff [02.24.15]
GM of GDC events and all-around Boss Lady Meggan Scavio takes a moment to detail the official code of conduct for GDC and all of its related events.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing, GDC

GDC 2015: Don't miss these standout Summit sessions  
by Staff [02.24.15]
The 2015 Game Developers Conference is next week! Today, show officials are highlighting a few more noteworthy Summit sessions that you should keep on your radar as you prepare for the show.
Console/PC, Social/Online, Indie, Design, Business/Marketing, GDC

Crowfall, and saving the MMO from 'stagnation' 19
by Christian Nutt [02.24.15]
Can two MMO veterans save the genre from itself? That's the question that drives Crowfall, the title from Gordon Walton and J. Todd Coleman that seeks to "upset the applecart" of the genre.
Console/PC, Social/Online, Indie, Business/Marketing

Playtesting games at the DMV 9
by Gamasutra Community [02.24.15]
People are bored, so why not? Here's how one dev did it: "If youíre part of a small team and working on a mobile game (or app), playtesting at the DMV can be very productive."
Smartphone/Tablet, Indie, Design, Production

Blog: Design issues with survival games 5
by Gamasutra Community [02.24.15]
"After playing Rust, H1Z1, and DayZ, I found some constant issues with the genre," writes Alex Nichiporchik. And in this post, he lays out the problems -- and the solutions.
Console/PC, Indie, Design

Darkest Dungeon: Designing for despair, and kicking you when you're down 7
by Phill Cameron [02.24.15]
We talk to Chris Bourassa and Tyler Sigman of Red Hook Studios about the difficulty of Darkest Dungeon, and why they want their narrator to compound defeat by insulting the player.
Console/PC, Indie, Art, Design, Production, Business/Marketing

Darkest Dungeon dev sees scammed copies sold via Windows Store 3
by Alex Wawro [02.23.15]
UPDATE Red Hook Studios co-founder Tyler Sigman reports that scammed copies of the studio's recently-released Darkest Dungeon are being sold through the Windows app store.
Console/PC, Indie, Business/Marketing

Road to the IGF: The Astronauts' The Vanishing of Ethan Carter  
by Kris Graft [02.23.15]
If you're familiar with the team at Polish studio The Astronauts, the Independent Games Festival-nominated The Vanishing of Ethan Carter may seem like a departure.
Indie, Design, Video, IGF

Video: Koji Igarashi explores what makes a Metroidvania game 1
by Staff [02.23.15]
At GDC 2014, veteran designer Koji Igarashi examines the evolution of the Metroidvania genre through the lens of his own experience working on some of its most iconic games.
Console/PC, Indie, Design, Production, Video, Vault

Blog: There are too few games being released 8
by Gamasutra Community [02.23.15]
"Itís easy to panic if you only see the world from your very narrow window. We need more games released. We need to understand that playing, having fun is not a niche preference."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Introducing GDC's 'Curated Spaces'  
by Simon Carless [02.23.15]
Simon Carless details and explains all of the super-neat interactive exhibits dotted around Game Developers Conference 2015, from Indie MEGABOOTH through iam8bit and far beyond.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

GDC vs. PAX South: Lessons and plans from a first-time exhibitor 2
by Gamasutra Community [02.23.15]
"If you are ever in indecision about whether or not you should showcase multiple games at your booth (especially if youíre a small indie with not too much of a budget), please take our story to heart."
Indie, Business/Marketing

This Week in Video Game Criticism: Moving Beyond Sanity Meters  
by Kris Ligman [02.23.15]
This week, our partnership with Critical Distance brings us picks from Kris Ligman on topics ranging from the gulf between players and representation to modeling mental health in a more sophisticated way.
Console/PC, Social/Online, Indie, Design

Growing your indie studio  
by Gamasutra Community [02.23.15]
"The benefits of the growth stage are legion, but they all tend to revolve around security. Just to get to this point requires developers be flexible knowledge-sponges."
Indie, Business/Marketing

Could changing how in-game shops work make RPGs better? 4
by Gamasutra Community [02.23.15]
"I explore Divinity: Original Sin's randomized shop inventory system and how to improve it to reduce frustration while keeping the current spirit of the game."
Console/PC, Indie, Design

Blog: Six months in to running my indie studio... 9
by Gamasutra Community [02.23.15]
"Six months ago, I left a six-figure job so that I could start my own video game studio. Hereís what went right and a little less-than-right over the previous six months."
Indie, Business/Marketing