Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 24, 2015
arrowPress Releases
May 24, 2015
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Indie
The numbers behind a Steam Free Weekend 2
by Gamasutra Community [05.06.15]
"We entered Early Access with a whimper, rather than a bang. During the Steam Free Weekend we sold nearly triple the number of copies we sold in our first week on Early Access."
Console/PC, Indie, Business/Marketing

Oculus Rift launching commercially in Q1 2016 1
by Phill Cameron [05.06.15]
Oculus has today announced that its headset, the Oculus Rift, will launch commercially in the first quarter of 2016, with further details about the hardware and tech specifications coming in the next few weeks.
Console/PC, Indie, Business/Marketing

Video: Making linear level design feel non-linear in Gone Home  
by Staff [05.05.15]
At GDC 2015, Fullbright's Kate Craig and Steve Gaynor take the stage to discuss the level design techniques they used to breathe life into the lifeless 3D levels that make up Gone Home.
Console/PC, Indie, Design, Video, Vault

Apply now to be a volunteer GDC Europe 2015 Conference Associate  
by Staff [05.05.15]
GDC Europe officials are taking volunteer applications for the Conference Associate program from now until May 25th. Volunteers will receive a pass to the Cologne, Germany show in exchange for about 14 hours of work.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC Europe

C# memory and performance tips for Unity 17
by Gamasutra Community [05.05.15]
"In the end, this list is not a set of rules set in stone, they're just opportunities. I actually really like Linq, foreach, and other productivity extensions, and use them often."
Console/PC, Smartphone/Tablet, Indie, Programming

The creative influences of Sunset 4
by Gamasutra Community [05.05.15]
Tale of Tales' MichaŽl Samyn writes about building a first-person experience that resonates with his own influences and players: storytelling, love, interior design, and revolution in the 1970s.
Console/PC, Indie, Art, Design

Start testing, already! 2
by Gamasutra Community [05.05.15]
"Unfortunately, it's incredibly easy to put off testing. Do it in sprints of a week or two, gather intel, and you'll have a ton of improvements to your already beautiful baby."
Console/PC, Indie, Production

Six stages of game dev community development 24
by Gamasutra Community [05.05.15]
Vlambeer's Rami Ismail: "Game development communities tend to develop along very similar lines, and at some point Iíve started to mentally organize these community growth thresholds into a model."
Console/PC, Indie, Business/Marketing

Postmortem: Moon Studios' heartfelt Ori and the Blind Forest Exclusive 4
by Thomas Mahler [05.05.15]
The CEO of Moon Studios pours his heart out in a lengthy postmortem of what went right -- and wrong -- during the 4-year development of Super Metroid-inspired Ori & The Blind Forest.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

This War Of Mine and the challenges of making games about war  
by Alex Wawro [05.04.15]
Speaking to The New Yorker, 11 Bit Studios reflects on why This War Of Mine is so unlike all other modern war games, and what burden designers bear for drawing inspiration from real conflicts.
Console/PC, Indie, Design

Android vs. iOS and the YouTuber effect: Mobile sales for Prison Life RPG 13
by Gamasutra Community [05.04.15]
This dev spent a year developing the premium-priced Prison Life RPG 2 for iOS and Android. Was it time well spent? This post offers a dive into the sales numbers and what affected them.
Smartphone/Tablet, Indie, Business/Marketing

Video: Will Wright tries to design humanity's last game 2
by Staff [05.04.15]
In this 12-minute snippet of the final Game Design Challenge at GDC 2013, high-profile designer Will Wright steps up to the task of designing "the last game that humanity will ever play."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Using frame data to aid asymmetrical balance in fighting games 1
by Gamasutra Community [05.04.15]
"Balancing any game can be a difficult, time-consuming task. I theorize that Battle High's balance could have been better had I approached it from the standpoint of well-designed frame data as early as possible."
Console/PC, Indie, Design

This Week in Video Game Criticism: From Bloodborne to Dracula  
by Lana Polansky [05.04.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Lana Polansky on topics ranging from the development scenes of Saudi Arabia and Russian-occupied Crimea to the literary underpinnings of From Software's Bloodborne.
Console/PC, Indie, Design

GDC Europe 2015 calls for Innovative Games Showcase submissions  
by Staff [05.04.15]
GDC Europe 2015 organizers have opened call for submissions to the second annual European Innovative Games Showcase at the Cologne, Germany show this August.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC Europe

I hate my popular game: A Star Driller Ultra post-mortem 3
by Gamasutra Community [05.04.15]
"Clearly, a lot of people liked the game, with the comment section on the site being largely positive. But I have a major confession to make about the game: I hate it."
Indie, Art, Design, Production

Tengami: The art of a folding world 5
by Gamasutra Community [05.04.15]
Tengami is a game built "within the constraints of an authentically folding pop-up book" -- and here's how the team did it -- both the learning process and a detailed workflow.
Console/PC, Smartphone/Tablet, Indie, Programming, Art

'What impact has the game modding community had on your career?' Exclusive 2
by Christian Nutt [05.01.15]
With mods in the news, we wondered: What effect did the mod scene have on the developers who follow us on Twitter? We asked them.
Console/PC, Indie, Business/Marketing, Exclusive, Recruitment

Video: Designing procedural stealth for Invisible, Inc.  
by Staff [05.01.15]
Klei designer James Lantz showcases how to tackle new mechanics and breaks down the design of Invisible, Inc.'s procedural stealth, from its conception to its conclusion.
Indie, Design, Video, Vault

Blog: Mood swings and character development 3
by Gamasutra Community [05.01.15]
"Virtual characters are far from feeling like real humans, but one thing that we have that machines do not, is ... a mood. Why can't we try to simulate this very essence of human behavior?"
Console/PC, Smartphone/Tablet, Indie, Design