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May 30, 2015
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May 30, 2015
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Updates » Indie
Video: How biking across America changes the way you make games 3
by Staff [05.18.15]
At GDC 2015, indie dev Greg Lobanov (Coin Crypt) spoke about his bike ride across America and how it inspired him to think differently about life -- and the video games he will spend his life making.
Indie, Design, Video, Vault

Don't Miss: John Romero and Tom Hall recount making Doom 2
by Staff [05.18.15]
Designers John Romero and Tom Hall share their stories of developing id Software's seminal first-person shooter Doom in this classic video postmortem from GDC 2011.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: Why my studio will not 'renounce' pixel art 43
by Gamasutra Community [05.18.15]
Pixel art is a tool, it's a technique. Would an artist hang up his brush because people don't like oil paintings?
Indie, Art

Blog: Holding a real-world meeting for an online game jam 2
by Gamasutra Community [05.18.15]
For Ludum Dare 32, we hosted our second Ludum Dare Real-World Meeting here at the Tech Valley Game Space (TVGS) in Troy, New York. How did it turn out?
Indie

This Week in Video Game Criticism: From the challenges of narrative to the demise of P.T.  
by Johnny Kilhefner [05.18.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Johnny Kilhefner on topics ranging from Konami's decision to pull P.T. to the challenges faced by game narrative.
Console/PC, Indie, Design

Blog: The crack where the light gets in 8
by Gamasutra Community [05.18.15]
Realism is attractive but can get banal very quickly. It is where art deviates from reality that we can be moved by it.
Indie, Design

Video: Procedurally generating space-dungeons for Galak-Z 1
by Staff [05.15.15]
At GDC 2015 engineer Zach Aikman offered a breakdown of Galak-Z's dungeon generator, including its unorthodox math, and his thoughts on balancing hand-crafted and procedural content.
Indie, Design, Video, Vault

Developers come clean about the realities of crunch 22
by Alex Wawro [05.15.15]
Kotaku has published a thorough feature aimed at exposing crunch culture to a broader audience that features developers coming clean about how they had to crunch, or why they made others do so.
Console/PC, Indie, Production

Down to the letter: The importance of typography in video games 10
by Gamasutra Community [05.15.15]
"Typography can make or break the aesthetic of a game. As game designers, we use type to communicate with our players, not only in the words we use, but also in the way we present those words."
Console/PC, Smartphone/Tablet, Indie, Art

The existentialism of independent development 5
by Gamasutra Community [05.15.15]
"We are all free, for better or worse, and that all the events in our life that are under our control occur either because of our actions or inactions. There is no safety net. No divine path set ahead of you."
Indie, Production

The cunning ruse: Deception in game design Exclusive 5
by Phill Cameron [05.15.15]
We talk to SpyParty developer Chris Hecker, and Sub Rosa's Alex Austin about deception as a game mechanic, and why it lends itself so well to multiplayer.
Console/PC, Indie, Design, Exclusive

Tricks for marketing games with no budget 4
by Gamasutra Community [05.15.15]
"Do you stay consistent with writing code or creating new art for your game? Do you hit your milestones? Awesome. Now do the same with your marketing!"
Indie, Business/Marketing

Video: Not My Story - Mistakes made in Kachina's development  
by Staff [05.14.15]
As part of the Failure Workshop at GDC 2015's Indie Games Summit, Donut County designer Ben Esposito talks about the mistakes he made while developing a game that "used Hopi folklore" as its theme.
Indie, Design, Video, Vault

Space Engineers dev offers $100k and full source code to modders 2
by Alex Wawro [05.14.15]
Keen Software House is making a show of supporting modders by releasing source code for its game Space Engineers and setting aside $100k to fund development of mods based on the game or its engine.
Indie, Production

Blog: How mixing genres leads to game music inspiration  
by Gamasutra Community [05.14.15]
"In early days, I tended to drift (as most inexperienced composers do) into the well-known clichés of genre... By the time I started scoring for games, I was beginning to get bored with my own approach."
Indie, Audio

An indie developer's toolbox 5
by Gamasutra Community [05.14.15]
How doing weekly standup meetings with other small indie developers keeps Tim Conkling honest about his work and on-task for the week.
Indie, Production

Funding your game startup 8
by Gamasutra Community [05.14.15]
An article that tries to cover "all different possible scenarios" for getting your studio funded -- a list of resources and methods you can try to get money to make your game.
Smartphone/Tablet, Indie, Business/Marketing

Game dev contracting: How much to ask 1
by Gamasutra Community [05.14.15]
"We come across this question all the time. How much to quote a client for a game development project? While every project is unique, here are a few pointers on how to approach pricing your services."
Indie, Business/Marketing

How to create mobile-optimized outlines in Unity 14
by Gamasutra Community [05.14.15]
"In an effort to remedy the readability issues we were having, we decided to experiment with edge detection. Straight away, this effect had a big impact on readability, whilst also making our game look better."
Console/PC, Smartphone/Tablet, Indie, Programming, Art

Going mobile the right way: A Crack Attack postmortem Exclusive 4
by Martin Wakeley [05.14.15]
Rare and Free Radical veteran Martin Wakeley writes a no-nonsense postmortem of Crack Attack, a mobile puzzle game that draws on his years of dev experience and love of smartphone games, too.
Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing, Exclusive