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April 24, 2014
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Updates » Indie
Video: The story of Cave Story, as told by its creator  
by Staff [04.14.14]
Cave Story creator Daisuke "Pixel" Amaya shares his game development philosophy and shows the beta version of Cave Story during a postmortem presentation on the game at GDC 2011.
Console/PC, Indie, Design, Production, Video, Vault, GDC

Blog: Crunch - It's all your fault 19
by Gamasutra Community [04.14.14]
Crunch is less a word and more of an institution. We crunch because it is the personification of what we've been told our entire lives; if we work hard enough, anything is possible.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Business/Marketing

Georgia passes law offering $25 million in video game tax breaks 21
by Alex Wawro [04.14.14]
Georgia state governor Nathan Deal signed a bill into law that aims to provide $25 million in tax breaks for video game developers in the region, including companies like Hi-Rez Studios and CCP Games.
Console/PC, Social/Online, Indie, Business/Marketing

Postmortem: Touchscreen ninja action game Shadow Blade 9
by Gamasutra Community [04.14.14]
"The main design goal for Shadow Blade was to create a platformer for mobile devices that would embrace touch controls as much as possible."
Smartphone/Tablet, Indie, Programming, Art, Design, Production, Business/Marketing

Blog: Story in games - What we can learn from other media 15
by Gamasutra Community [04.14.14]
"Modern players’ attention spans are very short. We are competing against a lot of media. In terms of storytelling, other media do a much better job."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Blog: Difficult identities  
by Gamasutra Community [04.14.14]
"As we create more and more opportunities for players to experience being a different self, we are both undermining the stability of identity and liberating the subject from its historical shackles."
Console/PC, Social/Online, Smartphone/Tablet, Indie

Supergiant surprise: Transistor releasing in May 2
by Mike Rose [04.14.14]
Bastion studio Supergiant Games surprised press and players alike over the weekend, revealing that its second game Transistor, thought to be still deep in development, will release next month.
Console/PC, Indie, Business/Marketing

Severed is the next game from DrinkBox Studios 2
by Mike Rose [04.14.14]
DrinkBox Studios, the Canadian developer best known for Guacamelee! and Tales from Space: Mutant Blobs Attack, announced its latest project over the weekend.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, Video

Can I use Twine to teach English as a foreign language? 7
by Gamasutra Community [04.14.14]
"The best part is that exploring all the branches gives them reason to play the same story over and over again, reading text with the same vocabulary words used multiple times in context."
Console/PC, Indie, Design

But is it hot? Design challenges for sex in games Exclusive 28
by Leigh Alexander [04.14.14]
A panel at Different Games convened designers working on expressing intimacy, sexuality and diversity in games to talk about ways to confront common design challenges, and evolve the role sex plays in games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Exclusive

Blog: Just say no to employment tests 95
by Gamasutra Community [04.11.14]
"This is not professional. It's exploitation. It's taking food off your table and doing free work for competitors. It's stealing your life. Time. Time you could be spending with people that like you."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Sony's Yoshida has advice for Japanese developers: Do what you do best  
by Christian Nutt [04.11.14]
Speaking last night with veteran developer and PlayStation 4 architect Mark Cerny, the head of Sony's Worldwide Studios looked back at his career and shared insights.
Console/PC, Indie, Design, Business/Marketing

Blog: Living creatively 4
by Gamasutra Community [04.11.14]
"However, despite this looming pit of financial restrictions, we're feeling happy. We're doing something we love and to be this way is in our blood."
Indie, Production, Business/Marketing

All the boring bits of paperwork you have to do as an indie developer 7
by Gamasutra Community [04.11.14]
"Sadly, once in a while, the fun and games turns to drudgery and you have to do paperwork. Here’s a quick guide to the paperwork you can expect, and how to do it as quickly as possible."
Indie, Production, Business/Marketing

Upcoming documentary depicts development of That Dragon, Cancer 1
by Alex Wawro [04.11.14]
Filmmakers David Osit & Malika Zouhali-Worrall are currently working on Thank You For Playing, a documentary about the development of the Green family's autobiographical game That Dragon, Cancer.
Console/PC, Indie, Production, Video

Blog: How to get the best our of your external QA team 2
by Gamasutra Community [04.11.14]
"We had different sorts of clients, ranging from the biggest players to the small indie studios. All of them made common mistakes -- some of which are easily avoided."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production, Business/Marketing

Making Oculus-powered VR game RS Racing 3
by Gamasutra Community [04.11.14]
"The RS Racer concept was born, and we created the main idea of a racing game that utilized four-player, networked Oculus Rifts together to form a timed-lap-based game."
Console/PC, Indie, Art, Design, Production, VR

Blog: You Can Keep Your Rift On 2
by Gamasutra Community [04.11.14]
"Our first idea to explore this was a first-person shooter game, in which players could upgrade their weapons by taking off various items of clothing."
Console/PC, Indie, Design, Production

Blog: OpenFL & Haxe, a bumpy start 16
by Gamasutra Community [04.11.14]
OpenFL is cool. Haxe is cool. Open source is cool. My impression with Haxe is that, the road is going to be bumpy, but it's still a good technology for developing for both Windows and Flash.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

How long does it take to make an indie game? Tower of Guns dev breaks it down 20
by Gamasutra Community [04.11.14]
I'll spare you the boring story of how a creative-person-with-an-aversion-to-formality got addicted to time tracking, but I can tell you that Tower of Guns took precisely 3,850 hours and 5 minutes to develop.
Console/PC, Indie, Production