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November 28, 2014
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November 28, 2014
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Updates » Indie
Nintendo's indie program: The big new interview Exclusive 16
by Christian Nutt [11.10.14]
What is Nintendo doing for indies? What does it want to see on its platforms? This comprehensive interview spells out where the company is as regards independent developers in 2014.
Console/PC, Indie, Business/Marketing, Exclusive

Direct2Drive is back under new owner: GameFly Digital is no more 3
by Christian Nutt [11.07.14]
In 2011, game rental site GameFly acquired the popular download service; now, AtGames has acquired the property and preparing to reintroduce the Direct2Drive brand.
Console/PC, Indie, Business/Marketing

Video: Curating culture through a new wave of video game events  
by Staff [11.07.14]
Bars, libraries, festivals -- these aren't typically places you'll find video games, but Wild Rumpus organizer Marie Foulston believes they should be; she explains why in this GDC 2014 panel session.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing, Video, Vault

To the Moon creator on his wordless follow-up A Bird Story Exclusive 2
by Mike Rose [11.07.14]
To the Moon creator Kan Gao has launched a follow-up -- and while To the Moon was rather wordy, A Bird Story doesn't feature a single line of dialogue.
Console/PC, Indie, Design, Exclusive

Blog: The mental tax of making horror games 7
by Gamasutra Community [11.07.14]
"A developer you have to keep going deeper, examining and analyzing... The sum of all this over time can result in experiencing a certain level of uneasiness, scary thoughts, nightmares, etc."
Console/PC, Indie, Design

Learn how thatgamecompany recruits top talent at GDC 2015  
by Staff [11.07.14]
Thatgamecompany's Sunni Pavlovic has a truckload of experience finding and retaining top game dev talent, and she's coming to GDC 2015 to explain how she does it -- and how you can do it too.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing, GDC

GDC's Experimental Gameplay Workshop needs your crazy prototypes  
by Staff [11.07.14]
The perennially popular Experimental Gameplay Workshop returns to GDC in 2015, and the event's organizers have issued a call for submissions of new "experimental" video games and prototypes.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

Coming to grips with testing your game, as an indie 7
by Gamasutra Community [11.07.14]
It's too dangerous to not test your game with players. "Being stuck back in the denial stages of believing self-testing is possible means pushing out work that is ready to blow up or be dead-on-arrival."
Console/PC, Smartphone/Tablet, Indie, Production

How to set up third-party version control in Unity 7
by Gamasutra Community [11.07.14]
A quick and simple guide. "I'm no expert on the subject, but I hope this helps someone or puts him on track on what to do to keep yourself and your team sane enough when managing it."
Console/PC, Smartphone/Tablet, Indie, Programming

The evolution of turn-based AI in Shadowrun 7
by Gamasutra Community [11.07.14]
"Giving the designers the ability to iterate on AI behavior by themselves allowed for updates to be made on an order of magnitude faster than our previous system."
Console/PC, Indie, Programming

Implementing a replay system in Unity, and how I'd do it differently next time 3
by Gamasutra Community [11.06.14]
"Here’s how I went about implementing a deterministic replay solution in Unity version 4.2 and 4.3, requiring only recording and replaying the player’s inputs."
Console/PC, Indie, Programming

Don't Miss: Dirty coding tricks for game developers 58
by Brandon Sheffield [11.06.14]
When the schedule is shot and a game needs to ship, programmers may employ some dirty coding tricks to get it out the door. This classic Game Developer feature reveals nine real-life examples.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

The full story of how Moon Hunters made a success of its Kickstarter campaign 19
by Gamasutra Community [11.06.14]
On a CAD$45,000 ask, they got $178,986. "If you’re reading this hoping to understand our strategy, here it is: we tried to convince our fans it was worth their time and energy to tell their friends, family, and the world."
Console/PC, Indie, Business/Marketing

Don't Miss: Do previews still matter to developers? 13
by Alex Wawro [11.05.14]
Gamasutra investigates what value preview coverage still holds for developers and PR professionals, if any, and how the media's shift away from traditional previews may affect the way games are made.
Console/PC, Social/Online, Indie, Business/Marketing

Video: Lessons learned from designing games for disabled players  
by Staff [11.05.14]
Expert Ian Hamilton spoke about the topic at GDC 2014 earlier this year, sharing sucess storie and lessons learned from when developing accessible games for disabled players hasn't gone well.
Console/PC, Indie, Design, Video, Vault

How do young people think about games? Find out at GDC 2015  
by Staff [11.05.14]
Well-known educator and author Rosalind Wiseman is teaming up with game industry personality Ashly Burch to tackle a challenging topic at GDC 2015: How do young people feel about modern video games?
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

The rough stuff: Why every team needs a 'business' person 9
by Gamasutra Community [11.05.14]
"It might be you who deals with the financial part. It might be you who needs to not exhibit and go track down the Microsoft rep to chat with, even though talking business is the last thing you want to do right then."
Indie, Business/Marketing

Digital games platform Desura changes hands again  
by Mike Rose [11.05.14]
Last year, Second Life developer Linden Lab acquired digital distribution service Desura in a surprise move. Just over a year later, Desura has once again been acquired.
Console/PC, Indie, Business/Marketing

Creating a procedural mosaic using Voronoi diagrams 6
by Gamasutra Community [11.05.14]
"I thought it would be interesting if I captured a real moment from the fight. So to do that, I decided the best way forward was to actually capture a frame from the 3D scene and see if I could get this to look like a mosaic."
Indie, Programming, Art

Charting Adrift's journey from concept art to publishing deal  
by Alex Wawro [11.04.14]
Adam Orth and the rest of the core Adrift development team share what they learned while taking their game from concept art to a polished prototype that netted them a publishing deal.
Console/PC, Indie, Production, GDC Next