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August 3, 2015
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August 3, 2015
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Updates » Indie
Nintendo and DigiPen team up to bring Singapore devs' games to 3DS  
by Christian Nutt [07.20.15]
Singaporean devs will have their chance to see their games become downloadable Nintendo 3DS titles, with government backing.
Console/PC, Indie, Production, Business/Marketing

Get a job: Hi-Rez Studios seeks a Character Rigger  
by Staff [07.20.15]
The studio responsible for Smite and Tribes: Ascend needs an experienced rigger to work with the modeling and animation teams at Hi-Rez Studios' Alpharetta, Georgia headquarters.
Console/PC, Indie, Art, Recruitment

Video: Deconstructing the hand-crafted art and design of Gorogoa  
by Staff [07.20.15]
Indie Jason Roberts speaks at GDC 2014 about how he built Gorogoa to be solvable no matter what language you speak by designing it to rely on players' natural discovery in lieu of guided tutorials.
Indie, Art, Design, Video, Vault

Seth Killian joins Radiant to pitch in on new F2P fighting game 4
by Alex Wawro [07.20.15]
More than a year after leaving Sony Santa Monica to 'do his own thing,' the fighting gamesman has popped up at Radiant Entertainment hyping the studio's upcoming F2P fighting game Rising Thunder.
Console/PC, Indie, Business/Marketing

This Week in Video Game Criticism: Remembering Iwata  
by Kris Ligman [07.20.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from tributes to Nintendo's Satoru Iwata to what games can still learn from the field of photography.
Console/PC, Indie, Design

Why the original No Time To Explain sucked 8
by Gamasutra Community [07.20.15]
"We invested into ... rebuilding No Time To Explain the way we originally envisioned. It took us four years, but that's ok, it's all been worth it. This was a fun, emotional rollercoaster that's far from over."
Console/PC, Indie, Production, Business/Marketing

A super-quick beginner's guide to the stand-up meeting 8
by Gamasutra Community [07.20.15]
"I think that the stand-up meeting can be useful for any team aiming to have a quick, focused, informal meeting where they discuss some matters that are not technical."
Console/PC, Smartphone/Tablet, Indie, Production

Is it worth it? Whiplash & the fetishization of crunch 30
by Gamasutra Community [07.20.15]
"Of the many problems with overwork in the game industry, the fact that we so often fetishize it and see it as the 'one true way' is one of our biggest problems."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Stephen Colbert goes Twine  
by Christian Nutt [07.17.15]
Escape from the Man-Sized Cabinet captures the show's silly humor and showcases the increasing popularity of bite-sized text games for broad audiences.
Console/PC, Indie, Business/Marketing

Rust devs do it again: Gender to be randomly assigned 20
by Christian Nutt [07.17.15]
After assigning players randomized races in March -- which was intended not just as realism, but also a social experiment -- a new update will assign gender randomly.
Console/PC, Indie, Art, Design, Business/Marketing

Don't Miss: The ups and downs of doing online multiplayer as an indie Exclusive 14
by Mike Rose [07.17.15]
Including online multiplayer is a tricky challenge, particularly for small teams. In this 2014 feature, Gamasutra speaks to indies who've been in the trenches to get their take on how to do it right.
Social/Online, Indie, Programming, Design, Production, Exclusive

Video: VR design lessons learned at Valve's Vive game jam  
by Alex Wawro [07.17.15]
VR enthusiast Mike Alger attended Valve's Vive game jam in London over the weekend and captured video of attendees sharing lessons learned from the experience for fellow devs who couldn't make it.
Smartphone/Tablet, Indie, Design, Video

Blog: The world-system of the game development biz 8
by Gamasutra Community [07.17.15]
"It's a new world for a new generation of developers. They've transitioned from Laborers of a product to Consumers of middleware solutions. They generalize in high-concept game development."
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

Breaking the laws of physics: Outer Wilds and moving from Unity 4 to 5 5
by Gamasutra Community [07.17.15]
"After several thrilling hours of tweaking the entire code base to work with the new (admittedly much-improved) Unity API... The console contained 999+ identical errors."
Console/PC, Indie, Programming

Exhibiting at BitSummit without a clue: How not to show off your game 1
by Gamasutra Community [07.17.15]
"It was just so much fun and once the players poured in it was playtesting nonstop. It was very tiresome but once it ended I felt kinda sad: I didnít want it to end."
Indie, Business/Marketing

Red Ash's struggles highlight the new trouble with crowdfunding 9
by Christian Nutt [07.16.15]
Keiji Inafune's latest project will probably get funded -- but in the end, what are the backers going to get: A game, or a demo?
Console/PC, Indie, Business/Marketing, Crowdfunding

These devs swear to stop selling their game when enough players die 22
by Alex Wawro [07.16.15]
Dutch studio Vogelsap is gearing up to launch its asymmetrical multiplayer horror game The Flock with an intriguing twist: when too many players die in-game, it will be removed from sale forever.
Console/PC, Indie, Business/Marketing

Start your own game company right: Advice from the 2015 Game Career Guide Exclusive  
by Staff [07.16.15]
In this edition, the founder of MK-Ultra Games offers advice for fellow indie game makers starting their own companies: take it seriously, get your paperwork straight, and don't spend your own money!
Indie, Business/Marketing, Exclusive

Video: Applying human evolutionary psychology to game design  
by Staff [07.16.15]
Why are survival games so popular? At GDC 2014, Crypt of the NecroDancer dev Ryan Clark explores how we evolved as humans, why we want the things we want, and how that affects the way we play games.
Console/PC, Indie, Design, Video, Vault

Improving on the promise of Master of Orion 17
by Gamasutra Community [07.16.15]
A design musing on a classic: "How can we improve the original Master of Orion promise if we were unrestricted to change anything we want?"
Console/PC, Smartphone/Tablet, Indie, Design