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January 26, 2015
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January 26, 2015
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Updates » Indie
10 quotes every game developer should remember 12
by Alex Wawro [01.15.15]
From Carmack to Wallick to the makers of Monument Valley, here are ten nuggets of timeless advice from game developers across the industry.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Walking in a painting: Our technique for interior daytime lighting 2
by Gamasutra Community [01.15.15]
"We were able to unify 3D characters and 2D environments, add a level of depth to our world, and all while maintaining a hand-painted look."
Console/PC, Indie, Art

7 things I have learned from designing This War of Mine 12
by Gamasutra Community [01.15.15]
"I let myself look on the game from a distance. Ill do my best to analyze those key design features that I think did the most benefit. These are the things that I will remember for my future projects."
Console/PC, Indie, Design

A new, free, simple press kit tool: Differently 9
by Gamasutra Community [01.14.15]
A free alternative to Vlambeer's presskit() arises, thanks to one developer's different needs, and with a different approach to how it was developed. It's available now.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Video: How Adrift went from concept art to publishing deal  
by Staff [01.14.15]
At GDC Next 2014, Adam Orth and the rest of the core Adrift development team share lessons learned while taking their game from concept art to a polished prototype that netted them a publishing deal.
Console/PC, Indie, Production, Video, Vault

Unit tests vs. functional tests: Round 1 1
by Gamasutra Community [01.14.15]
"Long story short I made the initial set of tests pass, but when I ran the code in Tamy (my game engine editor) on the sample assets I had, it broke spectacularly."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

6 steps to writing interactive fiction 1
by Gamasutra Community [01.14.15]
"Writing is hard. Writing interactive, multiple-choice games is harder. How can you write a story where anything can happen? How do you set up the players options? Where do you even start?"
Console/PC, Smartphone/Tablet, Indie, Design

Diving into the world of adaptive music 2
by Gamasutra Community [01.14.15]
Music for a build-your-own spaceship game: "As each ship is built from components, so too is the music. There are currently close to 200 components in the game and each component has its own musical motif."
Console/PC, Indie, Audio

This Week in Video Game Criticism: Ludocentricism and the 'Age of Games'  
by Mark Filipowich [01.13.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Mark Filipowich on topics ranging from the 'ludocentrism' of games discourse to a different take on Eric Zimmerman's 'Ludic Century.'
Console/PC, Social/Online, Indie, Design, Business/Marketing

Creating a programming environment for a 'deeply procedural game' 3
by Gamasutra Community [01.13.15]
"There are no tools out there for the kind of deeply procedural game we're working on, and good tooling comprises 90% of what makes the game."
Console/PC, Indie, Programming

Learn to make games smarter at the GDC 2015 AI Summit  
by Staff [01.13.15]
GDC officials highlight a handful of great AI-focused GDC 2015 talks in advance of the deadline for discounted early registration for the show.
Console/PC, Indie, Programming, GDC

6 tips for game localization 20
by Gamasutra Community [01.13.15]
"To help myself and other game developers who are considering getting their games localized, I have put this list of Dos and Don'ts together."
Console/PC, Smartphone/Tablet, Indie, Production

Don't Miss: Finding the beat in Crypt of the NecroDancer Exclusive 10
by Ryan Clark [01.12.15]
Brace Yourself Games debuted the rhythm-based roguelike Crypt of the NecroDancer in 2014. Here, creator Ryan Clark shares how he discovered, then carefully tweaked the game's signature beat mechanic.
Indie, Design, Exclusive

Sales figures for Bik, a retro point-and-click adventure 4
by Gamasutra Community [01.12.15]
Did press help or hurt? Did advertising? It's hard to say for this small indie -- but this blog post gives a snapshot of what a small point-and-click adventure can do, revenue-wise.
Console/PC, Indie, Business/Marketing

Getting Steam Greenlit in 29 days: The journey, the numbers, and the stats 4
by Gamasutra Community [01.12.15]
Aero's Quest had a very a quick trip through the Greenlight system. How did they do it? This blog explains the circumstances and techniques used.
Console/PC, Indie, Business/Marketing

Make time to check out these excellent GDC 2015 Advocacy talks  
by Staff [01.12.15]
GDC officials highlight more great Advocacy track sessions in advance of the deadline for discounted early registration. Once again, Advocacy track talks are open to all GDC 2015 passholders.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, GDC

A Kickstarter postmortem of the successful Aegis Defenders 5
by Gamasutra Community [01.12.15]
Aegis Defenders raised $145,815 on a $65,000 goal. How did the team behind the game do it? Lead producer Scott Stephan shares what went into running the Kickstarter.
Console/PC, Indie, Business/Marketing

Video: Painful PR lessons learned on the way to Guacamelee! 1
by Staff [01.09.15]
Developers, how do you best maximize your game's exposure with a limited marketing budget? Drinkbox Studios' (Guacamelee!) Chris McQuinn shares his advice and lessons learned in this GDC 2014 talk.
Console/PC, Social/Online, Indie, Business/Marketing, Video, Vault

Don't Miss: Measuring the lasting impact of Xbox Live Indie Games Exclusive 15
by Christian Nutt [01.09.15]
What happened to the Xbox Live Indie Game developers? What did they learn from working with the Xbox 360-based marketplace, and the XNA dev tool? We ask them.
Console/PC, Indie, Programming, Production, Business/Marketing, Exclusive

Designing procedural dungeons: My method 2
by Gamasutra Community [01.09.15]
"I created a master carver, which would spawn other sub-carvers. The trickiest part then, was balancing when and where to spawn in the sub-carvers, in order to get a dungeon that felt right."
Console/PC, Indie, Programming, Design