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March 1, 2015
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Updates » Indie
Learn to survive and thrive in the face of failure at GDC 2015  
by Staff [02.20.15]
Game Developers Conference 2015 officials seek to highlight a set of notable sessions aimed at helping you be productive in the face of failure.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

There is only concept: Frozen Cortex and the art of standing out 3
by Gamasutra Community [02.20.15]
"Unless you’ve made a Darkest Dungeon, Five Nights at Freddy’s or Plague Inc, something which takes on a life of its own... you have to attempt to put aside the fatigue and get other people excited."
Console/PC, Indie, Design, Production, Business/Marketing

Creating a Smash Bros.-style camera system for four players 4
by Gamasutra Community [02.20.15]
A programming-oriented post covering the logic in creating a camera system for a side-view multiplayer game -- one that tracks four players who battle and keeps the view dynamic and useful.
Console/PC, Indie, Programming

Ten expert speakers tackle big ideas in the GDC 2015 Microtalks  
by Staff [02.20.15]
Attend GDC 2015's Microtalks session to see ten brief, rapid-fire talks about the philosophy, history and futures of the design, art and culture of games and play, all packed into a single hour.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, Business/Marketing, GDC

The poor man's voxel engine: A look back at years of toil 7
by Gamasutra Community [02.20.15]
"Clearly, this article is mostly useless if you're interested in writing your own voxel engine. I just want to share the petty drama of my past four and a half years."
Console/PC, Indie, Programming

Finally, some details about what Magic Leap actually is 15
by Phill Cameron [02.20.15]
MIT Technology Review has some details about what Magic Leap is, and how it works.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Blog: Sustaining yourself as an indie studio  
by Gamasutra Community [02.20.15]
What it means to sustain your studio: "Learn the strengths of the team. The people you work with will make or break a company, so it pays in spades to evaluate what each person brings to the table."
Console/PC, Indie, Business/Marketing

Art Direction Bootcamp: An expert roundtable Q&A  
by Andrew Maximov [02.20.15]
Seasoned artists from Naughty Dog, BioWare, Hello Games and Deep Silver Volition answer community questions, ahead of GDC 2015's Art Direction Bootcamp.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, GDC

Road to the IGF: Down to the Wire's Ice-Bound Exclusive  
by Christian Nutt [02.19.15]
An interactive novel and an augmented reality game that got kicked off by the suggestion to create a project to "imagine the future of the book," Ice-Bound is an IGF Excellence in Narrative finalist.
Console/PC, Smartphone/Tablet, Indie, Design, Exclusive, IGF

A journalist's take on how to write your press release 1
by Gamasutra Community [02.19.15]
IndieGames.com's Lena LeRay checks out dozens of press releases a day, and here offers some quick, salient tips about what works -- and what does not -- when approaching journalists for coverage.
Indie, Business/Marketing

Don't Miss: Making decisions interesting in games 29
by Jon Schafer [02.19.15]
In this classic feature Jon Shafer, who previously led development of Civilization V at Firaxis, explains how it's possible to create a game full of "very interesting and very difficult decisions."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

The Outsiders is a new indie studio founded by former DICE devs  
by Alex Wawro [02.19.15]
This week Stockholm-based developers David Goldfarb and Benjamin Cousins took the wraps off their new indie studio: The Outsiders.
Indie, Business/Marketing

Road to the IGF: Ben Esposito's Donut County Exclusive  
by Christian Nutt [02.19.15]
Did you ever want to be a hole? Gamasutra speaks to Ben Esposito about Excellence in Visual Art nominee Donut County, its pleasant pastel visuals, and its gentle provocation.
Indie, Art, Design, Production, Exclusive, Video, IGF

Video: Understanding the Brazilian indie game development scene 3
by Staff [02.19.15]
At GDC 2014 a panel of Brazilian game makers offered insight into how the Brazilian indie scene operates, how to nurture a game dev culture where it doesn't exist and why it's important to do so.
Indie, Business/Marketing, Video, Vault

Business Matchmaking returns for GDC 2015 All Access attendees  
by Staff [02.19.15]
GDC 2015 is less than two weeks away, which means now is an ideal time for attendees will All Access passes to schedule meetings using the conference's powerful Business Matchmaking system.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing, GDC

Investors and video games: It's pretty difficult 4
by Gamasutra Community [02.19.15]
"For years I've been actively talking with investors. This is why I believe sharing my personal experience can be valuable for some people seeking non-crowdfunding."
Console/PC, Indie, Business/Marketing

Deconstruct the art design of leading AAA and indie games at GDC  
by Staff [02.19.15]
From No Man's Sky to Disney Infinity 2.0, GDC 2015 officials highlight another great set of sessions on the process of art design that you'll want to keep on your radar.
Console/PC, Indie, Art, Production, GDC

Epic Games offers up $5 million in Unreal Dev Grants 11
by Christian Nutt [02.19.15]
Today Epic Games has announced a new initiative -- one that could see your game netting between $5,000 and $50,000 in no-strings-attached funding from the engine provider.
Console/PC, Smartphone/Tablet, Indie, Serious, Business/Marketing

What's behind the surprising success of my little indie game, Skeal 11
by Gamasutra Community [02.19.15]
"There’s no question that I got lucky with Skeal in that it just happened to click with a great writer who speaks to a passionate audience. But I think there’s more behind its popularity than sheer chance."
Console/PC, Indie, Production, Business/Marketing

Postmortem: E-Line Media and Upper One Games' Never Alone Exclusive 1
by Grant Roberts [02.19.15]
Lead game designer Grant Roberts offers a very thorough breakdown of what went right (and wrong) with the development of E-Line Media/Upper One Games' Alaska Native cultural touchstone Never Alone.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Exclusive