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February 14, 2016
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February 14, 2016
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Updates » Indie
Road to the IGF: Steel Crate Games' Keep Talking and Nobody Explodes  
by Kris Graft [01.29.16]
"We decided to make a VR game where the spectators could be involved in some way and really take advantage of the differing viewpoint they had," says Ben Kane of Steel Crate Games.
VR, Indie, Design, Video, IGF

5 tips for the Global Game Jam 1
by Gamasutra Community [01.29.16]
"During the past four years, I've served as a judge at various locations. Each year, I see teams running into the same problems, causing them to miss their objectives. So here are some tips to help you get around those blockers."
Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Star Wars Battlefront helps fuel a strong holiday quarter for EA  
by Alex Wawro [01.28.16]
The holiday season seems to have treated Electronic Arts well, as the company reported an increase in both its sales and profits over the period as part of its most recent financial filing.
Console/PC, Indie, Business/Marketing

Arcen to lay off 'almost all' staff after poor sales of its latest game 4
by Alex Wawro [01.28.16]
Indie game company Arcen (AI War) expects†to lay off nearly all of its staff by Monday†for financial reasons, according to a lengthy blog post published today by company founder Chris Park.†
Indie, Business/Marketing

Experiments with image processing effects in Unity 1
by Gamasutra Community [01.28.16]
"I feel like the gameís graphics have improved significantly with very little effort. Performance was affected, but not enough to make me want to tear any effects back out."
Console/PC, Smartphone/Tablet, Indie, Programming

State of the Industry: Developer stats that were too weird to publish 3
by Brandon Sheffield [01.28.16]
Who's still making PSP games? Is the 360 still viable? What's up with Linux? These stats didn't make it into the GDC 2016 State of the Industry report but they're fun to think about, so here they are.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, GDC

USC Games is becoming an academic publisher for video games  
by Alex Wawro [01.28.16]
The University of California's games program, USC Games, is going to try its hand at being a publisher,†starting with games made by its own students.
Console/PC, Indie, Business/Marketing

Road to the IGF: Star Maid's Cibele  
by Chris Baker [01.28.16]
'It would be easy to make myself look cool in a game about myself, but that's not my goal,' says Nina Freeman. 'I want to be honest, which doesn't always make me look cool in the game story.'
Indie, Programming, Art, Audio, Design, Production, Video, IGF

Blog: A bit about project organization and planning  
by Gamasutra Community [01.28.16]
"The problem every game developer has faced, though, is that when you reach 95% of the project, you get the feeling that itís almost done, the pressure goes down, and yet you still have about 50% of the work remaining."
Indie, Production

Releasing an indie game on 3 consoles at once and failing financially 25
by Gamasutra Community [01.28.16]
"Sure, the game only generated a fraction of what we spent on it, but weíve learned a lot. Now itís time to get up, dust off our shoulders and get the creative juice flowing again!"
Console/PC, Indie, Design, Production, Business/Marketing

Don't Miss: The Witness artist reminds us to keep it simple, stupid 8
by Alex Wawro [01.27.16]
"To evoke emotions through art, in games or anything else, you have to break down your medium," says The Witness artist and Twelve Minutes developer Luis Antonio in this classic 2014 feature.
Console/PC, Indie, Art, Design

Why you shouldn't skimp on your game audio: A producer's perspective 12
by Gamasutra Community [01.27.16]
"Donít half-ass your game audio. Think of the games that influenced you and how they were such epic experiences on account of the great music they had. Donít you want the same for your game?"
Console/PC, Smartphone/Tablet, Indie, Audio, Design, Production

Road to the IGF: Superhot Team's Superhot 2
by Bryant Francis [01.27.16]
'The core design of the FPS was largely unchanged since the original Doom. Itís nice to see that players want more innovation in the genre than auto-regenerating health instead of med-kits.'
Indie, Design, Video, IGF

Blog: Narrative uncertainties: Breaking reality in games  
by Gamasutra Community [01.27.16]
"This concept, namely to question what is and isnít real in a medium, is intrinsic to the essence of video games. Without a doubt, video games have the potential to effectively break the line between reality and illusion."
Console/PC, Indie, Design

Debugging Unity with VSCode 6
by Gamasutra Community [01.27.16]
Microsoft's new lightweight editor steps it up a gear with even better Unity 3D integration including full debugging and breakpoint support. Check out how to get started and learn more in this post.
Console/PC, Smartphone/Tablet, Indie, Programming

How Pony Island teaches players to break a game 1
by Joel Couture [01.27.16]
Many games reward the player for using its systems properly by allowing them to progress. If you learn how to play the game well, you move on through the game's narrative to greater challenges. Pony Island is different.†
Console/PC, Indie, Design, Video

The Global Game Jam is this weekend  
by Christian Nutt [01.26.16]
Reminder: You can participate in the biggest jamming event of the year at sites all over the planet -- here's the info you need.
Console/PC, Indie, Production

Don't Miss: Modeling epiphany in The Witness 33
by Leigh Alexander [01.26.16]
In this classic 2014 feature Leigh Alexander chats with Jonathan Blow about The Witness, and asks him some questions she's always been afraid to hear the answers to.
Console/PC, Indie, Design

Video: Creating fluid and powerful animations for Skullgirls 1
by Staff [01.26.16]
During the GDC 2014 Animation Bootcamp Skullgirls†lead animator†Mariel Cartwright breaks down how you can create powerful, fluid 2D animations good enough to pass muster in a fast-paced fighting game.
Console/PC, Indie, Art, Production, Video, Vault

Blog: Let's talk about Emily is Away and Cibele 2
by Gamasutra Community [01.26.16]
"Both Emily is Away and Cibele do some clever things with presentation to tell stories about handling relationships through the internet, and I love that. The internet enables very real and sometimes intimate relationships."
Console/PC, Indie, Design