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August 1, 2014
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Updates » Indie
Blog: Shifting priorities - The milestone problem  
by Gamasutra Community [07.21.14]
How the unique nature of each game project means that the rigid milestone structure the industry follows is difficult to realize -- and a stab at redefining it to be more useful.
Console/PC, Smartphone/Tablet, Indie, Production

Finishing strong: A Darkest Dungeon Kickstarter postmortem 1
by Gamasutra Community [07.21.14]
Red Hook shares data on how the Darkest Dungeon Kickstarter stayed strong in the middle of the campaign, and reflects on how effective its marketing/fulfillment strategies actually were.
Console/PC, Indie, Design, Production, Business/Marketing

This Week in Video Game Criticism: On the Perils of Selling Your Game  
by Kris Ligman [07.21.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from a Japanese lexicon for fun to getting lost in a crowded games market.
Console/PC, Social/Online, Indie, Design, Business/Marketing

Network traffic culling 3
by Gamasutra Community [07.21.14]
"By implementing simple network culling we were able to reduce traffic by 50 percent; from 2000 messages per second to +/- 1000."
Console/PC, Indie, Programming

Alaska Natives share their stories, culture through commercial games Exclusive  
by Leigh Alexander [07.21.14]
After 20 years in traditional games, Sean Vesce aims to help the Inupiat people of Alaska share their culture and values with the commercial gaming audience through puzzle platformer Never Alone.
Console/PC, Indie, Serious, Programming, Art, Design, Production, Exclusive, Video

Power Rangers studio goes after indie dev team over hero game 34
by Christian Nutt [07.18.14]
Saban Brands, the company that holds the Power Rangers IP, is targeting a rights-sharing deal for Behold Studios' Chroma Squad.
Console/PC, Indie, Business/Marketing, Video

Get a job: Giant Sparrow seeks a Gameplay and Tools Programmer  
by Staff [07.18.14]
The folks who built The Unfinished Swan need a gameplay/tools programmer to build, among other things, 'lots of weird, blue sky prototypes' in Giant Sparrow's Santa Monica, CA studio.
Console/PC, Indie, Programming, Production, Recruitment

Former Call of Duty, Gears of War devs join Bleszinski's new studio  
by Alex Wawro [07.18.14]
Boss Key Productions seems to be rapidly staffing up, pulling in experienced shooter developers from around the industry as it ramps up production on Project Bluestreak.
Console/PC, Indie, Design, Production

6 ways to squeeze more revenue from your game 4
by Gamasutra Community [07.18.14]
"Competition is high, margins are low, and discoverability is abysmal in today's game market. If you are a small development studio you need to be able to squeeze every dime from each of your projects."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Monsters from the Id: The Making of Doom 6
by Alexander Antoniades [07.18.14]
From the very first (Jan. '94) issue of Game Developer magazine, this retrospective on Id Software's Doom paints a unique portrait of a legendary developer whose games would launch a genre.
Console/PC, Indie, Programming, Art, Audio, Design, Production

Video: Rebuilding Crimewatch, EVE Online's player policing system  
by Staff [07.18.14]
In this GDC 2014 talk, CCP Games' Matt Woodward explores how "Crimewatch," EVE Online's policing and aggression management system, got into such a bad state -- and how his team went about redesigning it.
Console/PC, Indie, Design, Video

The productivity strategy guide 4
by Gamasutra Community [07.18.14]
"Welcome to the strategy guide to Productivity, The Game of Getting Shit Done! In Productivity, you play as E McNeill, an indie game designer struggling to finish his 'first big game,' Darknet."
Console/PC, Indie, Production

The dynamics of Steam as a sales platform 43
by Gamasutra Community [07.18.14]
After spending $750,000 and three years making Monochroma, Nowhere Studios launched on Steam -- with little exposure and fewer sales. This post breaks down the challenges Nowhere has faced.
Console/PC, Indie, Business/Marketing

We are all entertainers: Grabbing onto the YouTuber phenomenon 22
by Gamasutra Community [07.18.14]
"The entertainment value is flowing from the maker of the video to the player. For this to be sustainable, somehow the money has to flow the opposite way."
Console/PC, Indie, Business/Marketing

The story of Shadowgate and its reimagining 20
by Gamasutra Community [07.18.14]
This blog takes a look at the classic adventure game -- soon to come back, thanks to Kickstarter -- and offers a tour through the technical and artistic limitations of old hardware.
Console/PC, Indie, Art, Production, History

Behavior trees for AI: How they work 13
by Gamasutra Community [07.18.14]
Lamenting a lack of base-line information to make behavior trees comprehensible, Project Zomboid developer Chris Simpson writes a post to open your eyes to the possibilities.
Console/PC, Smartphone/Tablet, Indie, Programming

This Week in Video Game Criticism: Tell It from the Mountain-top  
by Zach Alexander [07.17.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Zach Alexander on topics ranging from the structure of A Machine for Pigs to all about a certain Mountain.
Console/PC, Social/Online, Indie, Design

The Yogventures cancellation: The legal perspective 41
by Gamasutra Community [07.17.14]
Attorney Zachary Strebeck takes a look at the Yogscast game's Kickstarter cancellation. Though the YouTubers say they aren't on the hook for the game -- and the money -- are they?
Console/PC, Indie, Business/Marketing

TIGA survey suggests UK indies are far from self-sufficient  
by Alex Wawro [07.17.14]
TIGA's new funding report that suggests very few UK-based indie developers are entirely self-sufficient, and the vast majority accept some form of third-party financial support.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Australian game development in 2014: Cautious Optimism 3
by Gamasutra Community [07.17.14]
"In 2014, growth in Australian game development is slow and awkward but, in a strange way, far more exciting and positive than they ever were in the 'good old days.'"
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing