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October 25, 2014
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October 25, 2014
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Updates » Indie
Breaking gender and racial barriers in Netrunner 4
by Gamasutra Community [10.21.14]
"If you play Android: Netrunner as a male character right now, more often than not youíre putting yourself at a disadvantage. I doubt thatís the result of an agenda Fantasy Flight Games, Netrunnerís developer, is advancing."
Indie, Design

Tweeting death threat at Valve doesn't work out well for Paranautical Activity developer 33
by Mike Rose [10.21.14]
UPDATE It turns out that tweeting death threats to the co-founder of Valve is really not the best idea for a PC game developer, would you believe.
Console/PC, Indie, Business/Marketing

A dance with the devil: Jason Rohrer's Cordial Minuet Exclusive 2
by Christian Nutt [10.21.14]
The iconoclastic indie (The Castle Doctrine) explains how his interest in real-money games and poker resulted in a betting game that pits players against each other in a purely skill-based contest.
Console/PC, Indie, Design, Exclusive

This Week in Video Game Criticism: IndieCade and the impact of Alien  
by Kris Ligman [10.20.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from IndieCade to how Alien: Isolation lives up to a legacy.
Console/PC, Indie, Design, Business/Marketing

Video: What it's like to make indie games as a couple 2
by Staff [10.20.14]
Claudia Molinari and Matteo Pozzi of We Are Muesli gave a great talk at GDC Europe 2014 that examines some of the naked truths of working as an indie couple, both within games and without.
Console/PC, Indie, Design, Production, Video, Vault

The role of luck: RNG isn't the answer 22
by Gamasutra Community [10.20.14]
"We've concluded that itís possible to design a compelling competitive game without luck. Possible. Not easy. Not necessarily doable. But possible."
Console/PC, Indie, Design

The 'new-platform' model - an alternate path for indies  
by Brandon Sheffield [10.20.14]
Spry Fox's entire model is built upon investing in new marketplaces, and Road Not Taken would be the first big console push for the company. That meant the game would be a big departure for the company, in multiple ways.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, GDC China

GDC Next speakers share their 'hidden gem' game recommendations  
by Staff [10.20.14]
In the spirit of boosting discoverability for games of all stripes, here are just a few of the "hidden gem" titles that GDC Next featuring ADC speakers suggest you check out.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC Next

Why we chose a free beta instead of Early Access 6
by Gamasutra Community [10.20.14]
"This exercise confirmed our feelings that Early Access really suits a long, drip-feed approach where the evolving nature of the game is fundamental to the way the game is developed and experienced."
Console/PC, Indie, Production, Business/Marketing

Steam Early Access game Space Engineers sells 1 million  
by Mike Rose [10.20.14]
Space Engineers, a sandbox space construction game that is currently on Steam Early Access, has sold more than 1 million copies.
Console/PC, Indie, Business/Marketing

The most important trait for a game designer is empathy 33
by Gamasutra Community [10.20.14]
"If you donít know how people work, you canít make stuff for people to interact with. The most talented and technical designer that lacks empathy will make something that only he/she can enjoy."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Why anything but games matters 20
by Gamasutra Community [10.20.14]
"A couple months ago, I was talking to a friend in technology media. 'Sometimes I wonder why Iím in tech,' he started saying. He paused for a beat. 'Then I think, at least Iím not in games.'"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

Tutorials, tips, and text in Unity  
by Gamasutra Community [10.20.14]
A tutorial on coding text and tips that aren't obtrusive: "any text or tips appear or disappear from non-intrusive areas of the screen at various times, and will never pause or slow down the game."
Console/PC, Smartphone/Tablet, Indie, Programming

Google Play Games SDK adds local multiplayer  
by Christian Nutt [10.17.14]
Google's game development tools get an upgrade for local matchmaking -- across all platforms supported by its tech.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

New Hampshire indies team up to build a local game dev incubator  
by Alex Wawro [10.17.14]
A group of New England indie developers are working to open Game Assembly, a co-working space and incubator program for game developers in Manchester, New Hampshire.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Video: Indies, resist the urge to 'juice it or lose it' 3
by Staff [10.17.14]
Independent game maker Folmer Kelly explains why developers might want to avoid the temptation to "juice up" their games, especially when it comes at the expense of player immersion.
Console/PC, Indie, Design, Video, Vault

What we can learn from teens making games 1
by Gamasutra Community [10.17.14]
"It is clear to us at foundry10 that game creation holds incredible value to students, if done right. But what is 'right' when each learner is different?"
Console/PC, Indie, Production, Student/Education

Four lessons for building a better community 2
by Gamasutra Community [10.17.14]
A look back at a game festival from its organizer, Jaime Woo: "I want to use this space to share four key lessons I learned throughout the process of crafting and shaping Gamercamp."
Social/Online, Indie, Business/Marketing

Reminder: IGF 2015 Main Competition deadline ends on Wednesday!  
by Staff [10.17.14]
Don't miss the IGF deadline! Submissions for the 2015 Independent Games Festival Main Competition entries are due October 22, and Student Showcase Entries are due October 31.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Randomness and game design 56
by Gamasutra Community [10.17.14]
On not introducing randomness into your game's design: "I believe the current assumptions with regard to randomness in strategy games are largely wrong."
Console/PC, Smartphone/Tablet, Indie, Design