Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 5, 2015
arrowPress Releases
October 5, 2015
PR Newswire
View All

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

Updates » Indie
Creating player paranoia through misdirection in I Can't Escape: Darkness 1
by Joel Couture [09.29.15]
I Can't Escape: Darkness presents an ever-changing dangerous maze, built around taking player preconceptions and subverting them, creating a tension, confusion, and paranoia in the player.
Console/PC, Indie, Design, Video

Video: The things you learn building big multiplayer game installations  
by Staff [09.29.15]
Indie developer Alistair Aitcheson speaks at GDC Europe 2015 about all the interesting things he's learned from building big, quirky multiplayer games (like Tap Happy Sabotage) set in physical spaces.
Console/PC, Social/Online, Indie, Video, Vault

Indies in Japan: Selections from Tokyo Game Show's Sense of Wonder Night 2015  
by Lena LeRay [09.29.15]
Every year, Tokyo Game Show runs its Sense of Wonder Night event to showcase innovative indie titles. Here are quick looks at the ten finalists.
Console/PC, Indie, Design, Video

Doing an HD remake the right way 17
by Gamasutra Community [09.29.15]
What happened to Final Fantasy V? Lars Doucet tackles upscaling 2D games: "In this article I'll share some of the artistic and technical lessons I've learned working on the Defender's Quest series."
Console/PC, Indie, Art

Thinking about playwriting for improving on game writing 2
by Gamasutra Community [09.29.15]
"So if you're making a game that's heavy on story text, perhaps you should read some plays (your local library is sure to have some) and consider how you can imply more and state less."
Indie, Design

Indie devs compare Tokyo Game Show to other trade shows  
by Lena LeRay [09.29.15]
Indie devs at Tokyo Game Show discuss the pros and cons of the event, and compare it to other industry trade shows.
Console/PC, Indie, Business/Marketing

Streamlining design through playtesting 4
by Gamasutra Community [09.29.15]
On iterative design: "After I had received my lashes, I went home and stared at the ceiling for a bit." And then, after fixes: "There was a fundamental shift in how people were playing the game."
Console/PC, Indie, Design

Blog: Can the last indie game dev turn the lights off? 70
by Gamasutra Community [09.28.15]
"The time when you could be an indie dev, make a half decent game with half decent graphics, nice gameplay, do some promotion on Facebook/Twitter and make some nice coin is well and truly behind us."
Indie, Business/Marketing

Video: Tackle tough subjects via fun games with meaningful cores 2
by Staff [09.28.15]
At GDC Europe 2015 Blindflug's Tabea Iseli showcased how the studio makes fun games, like First Strike, driven by meaningful cores that help shed light on important issues like nuclear war.
Console/PC, Smartphone/Tablet, Indie, Design, Video, Vault

Tokyo Game Show Tidbits: Indie game impressions, part 2  
by Lena LeRay [09.28.15]
Our hot takes from Tokyo continue! Here are quick impressions of several more indie games we saw on the show floor and in the indie games area at the Tokyo Game Show.
Console/PC, Indie, Design, Business/Marketing

Tokyo Game Show Tidbits: Indie game impressions, part 1  
by Lena LeRay [09.28.15]
There were ninety-three exhibitors in the indie game area at Tokyo Game Show this year and some more who were in the main area. Here is the lowdown on some of the ones I did check out.
Console/PC, Indie, Design, Business/Marketing

VR doesn't have to make you sick, says Valve developer 4
by Chris Kerr [09.28.15]
During a recent EGX developer session, Valve's Chet Faliszek stated that poor design, not players, is responsible for the motion sickness some feel when using VR headsets.
Console/PC, Indie, Design, VR

Q&A: The 'rhythm violence' of Thumper  
by Lena LeRay [09.28.15]
Drool LLC's upcoming rhythm-action game Thumper is simply brutal. Harmonix vet Marc Flury, co-founder of Drool LLC, talks to us about the experience of making the game
Console/PC, Indie, Audio, Design, Production, Video

Excavating design, as an off-site designer 1
by Gamasutra Community [09.28.15]
"This is where we ran into an issue with communication. I was still in a core design phase... but the client was expecting level production."
Console/PC, Indie, Design, Production

How Big Pharma speaks with its systems 4
by Chloi Rad [09.28.15]
The creator of the highly successful medicine-making management sim refrained from making any overt commentary on the pharmaceuticals industry. Instead, he lets his game speak with its systems.
Console/PC, Indie, Design, Business/Marketing, Video

The Key Masters: Reselling and the game industry 20
by Gamasutra Community [09.25.15]
"Currently, everyone is losing out: customers have to take the risk of using sites with very few guarantees about the product they’re buying; developers receive no payment."
Console/PC, Indie, Business/Marketing

How will the Rift really do? We talk to Oculus' Nate Mitchell  
by Christian Nutt [09.25.15]
Given how things kicked off, it feels like we've been waiting a long time for the Oculus Rift to hit the market. Gamasutra sat down with VP of product Nate Mitchell to discuss his expectations for its introduction.
Console/PC, Indie, Business/Marketing, VR

Game audio industry survey 2015 6
by Gamasutra Community [09.25.15]
"GameSoundCon recently conducted its annual survey of audio professionals in the game industry, asking questions about compensation, use of live musicians, contract terms and other issues."
Console/PC, Smartphone/Tablet, Indie, Audio

Reminder: Submit your talks now for the GDC 2016 Summits!  
by Staff [09.25.15]
Heads up, would-be GDC 2016 speakers: Now is your chance to propose a talk for one of the first-class Summits at GDC 2016! Do it before submissions close next Friday, 10/2 at 11:59 PM PT.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

No such thing as a random number: Developing games in 1981 11
by Gamasutra Community [09.25.15]
"I completed Crisis Mountain and got my first advance on royalties from Synergistic Software. It was one of the proudest moments of my life. I bought an Apple II+ for myself and took it home."
Console/PC, Indie, Programming, Design, Production, Business/Marketing