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June 19, 2013





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Updates » Indie
Making small teams effective through leadership 6
by Gamasutra Community [05.31.13]
You can't win the Make Something Unreal competition without learning something about leadership, and in this post, Michael Levall talks about how he kept his team effective and on-track.
Console/PC, Indie, Production

Today's game industry through the lens of human history Exclusive 24
by Kris Graft [05.31.13]
The rise and fall of human societies just might inform us on how the future of video games is going to shake out, says Gamasutra editor-in-chief Kris Graft.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Business/Marketing, Exclusive

Beer and diversity 59
by Gamasutra Community [05.30.13]
Does our culture shape the way we work? Jen Whitson thinks so, and she writes about how a typical guy-centric culture can have unintended consequences.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Gamasutra got a facelift. Here's a note from the editor-in-chief 22
by Kris Graft [05.30.13]
We made some changes to our front page layout that we hope will help you find the most relevant stories of the day. Editor-in-chief Kris Graft offers a rundown.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing

5 ways engineer interviews go wrong 24
by Gamasutra Community [05.30.13]
Interviews are a crucial part of the hiring process -- but so much can go wrong on both sides of the table, writes Jason Taylor. He explores the perils of interviewing engineers.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Business/Marketing, Recruitment

Tools for transitioning from Flash to HTML5 9
by Gamasutra Community [05.30.13]
HTML5 continues to gain momentum, but what do you do if your pipeline and skills are centered on Flash? Here's a quick and helpful list of tools you can transition to.
Smartphone/Tablet, Indie, Programming

Opinion: Let's Play crackdown is an attack on game culture Exclusive 15
by Kris Ligman [05.30.13]
Nintendo recently claimed revenue on a number of Let's Plays videos, leading some YouTubers to avoid its games. Kris Ligman believes that if this continues, we'll lose more than a few silly videos.
Console/PC, Social/Online, Indie, Design, Business/Marketing, Exclusive

Deploy to your target platform first (and often) 9
by Gamasutra Community [05.30.13]
Many developers don't build to their platform until the end of the project -- but seasoned triple-A developer turned indie Karl Schmidt (Company of Heroes series) explains why that is a grave error.
Console/PC, Smartphone/Tablet, Indie, Programming, Production

The difficult task of balancing narrative and gameplay 8
by Gamasutra Community [05.30.13]
How do players play, and how do stories work? This thoughtful post draws from both experience and writing to attempt to reconcile the story/gameplay divide.
Console/PC, Indie, Design

The Curiosity experiment, and the church of Peter Molyneux Exclusive 33
by Leigh Alexander [05.30.13]
Looking beyond knee-jerk reactions of both cynicism and hopefulness, Gamasutra's Leigh Alexander explores the meaning behind Peter Molyneux's grand experiment.
Smartphone/Tablet, Indie, Design, Exclusive

Flower for Vita, much more to be showcased at IndieCade's E3 booth  
by Kris Ligman [05.29.13]
IndieCade's annual E3 showcase will feature thatgamecompany's Flower for PlayStation Vita along with 36 other independent games. Here's the complete list.
Console/PC, Indie, Art, Design, Production, Business/Marketing

Xbox Live Arcade leaderboard stats: May 2013  
by Gamasutra Community [05.29.13]
Far Cry 3: Blood Dragon is May's big success, as you'd predict -- but how did it really stack up against the competition? Halfbrick's Ryan Langley compiles the stats.
Console/PC, Indie, Business/Marketing

Video: The art and tech of Incredipede 2
by GDC Vault Staff [05.29.13]
Developer Colin Northway and artist Thomas Shahan discuss the stunning, living art style of Incredipede and the Adobe Flash tech that powers the moving art.
Console/PC, Indie, Programming, Art, Design, Video

'Taking genre conventions as your starting point is kinda boring' Exclusive 1
by Kris Ligman [05.29.13]
"When I first started... I thought everything had to be a platformer," says Cardboard Computer's Jake Elliott, discussing Kentucky Route Zero's ground-up design.
Console/PC, Indie, Design, Production, Exclusive, Video

Blog: How indies should deal with the press 3
by Gamasutra Community [05.29.13]
There are some realities of dealing with the press that you have to face, writes Mode 7 Games (Frozen Synapse) GM Paul Taylor, and he discusses what he's learned here.
Indie, Business/Marketing

The bumpy journey of finding funding 2
by Gamasutra Community [05.29.13]
He's worked with a traditional publisher and, for his latest project, taken to Kickstarter -- but that's not all Chris Powell has tried. Here, he writes about the different sources of funding he's explored.
Smartphone/Tablet, Indie, Business/Marketing

It's time to nail down storytelling terminology 6
by Gamasutra Community [05.29.13]
To aid in communication and advance the art of design, Amnesia creative director Thomas Grip takes commonly used terms (like "narrative") and attempts to carve out useful definitions.
Console/PC, Indie, Design

When big studios behave like indies, what happens? 1
by Staff [05.29.13]
Blitz Game Studios has a long history of big console productions -- but to become more agile, senior staff broke off and formed an internal "indie" team. You can read the results here.
Console/PC, Indie

Xbox One's self-publishing problem is bigger than it sounds Exclusive 40
by Christian Nutt [05.29.13]
Gamasutra's Christian Nutt digs deeper into Xbox One's restrictions on self-publishing. This isn't just a problem for small, "indie" developers...
Console/PC, Social/Online, Indie, Business/Marketing, Exclusive

Halo 4 co-op, Top Eleven talks added to GDC Europe 2013  
by GDC Staff [05.28.13]
Newly added GDC Europe 2013 lectures will cover Halo's first episodic multiplayer content, Top Eleven's emerging market efforts that led to 11 million MAUs, and Bigpoint's C++-to-web tech overview.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Business/Marketing