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October 5, 2015
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October 5, 2015
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Updates » Indie
When artificial intelligence in video games becomes...artificially intelligent 6
by Kris Graft [09.22.15]
The broader field of artificial intelligence holds potential for smarter games, and smarter game development. But using advanced AI techniques in games isn't so simple.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

Rather than go public or sell out, Kickstarter becomes a public benefit corp 3
by Alex Wawro [09.21.15]
Kickstarter is reorganizing itself as a "public benefit corporation,"which entails spelling out a mission of public benefit in its charter and making regular social impact reports to the public.
Console/PC, Indie, Business/Marketing

Blog: The joy and tragedy of Flash programming 22
by Gamasutra Community [09.21.15]
"What gets lost in the ideological shuffle, though, is how wonderful a programming language Flash's ActionScript 3 is. It's both powerful and flexible, which is nice; yet beyond that, AS3 is fun."
Console/PC, Smartphone/Tablet, Indie, Programming

'Discovery kind of sucks,' so Unity aims to do something about it 3
by Carli Velocci [09.21.15]
At Unite 2015 in Boston, Unity unveiled a new website that aims to help game developers with discovery. It offers blogging tools and demo streams, and is linked to existing Unity accounts.
Console/PC, Indie, Business/Marketing

This Week in Video Game Criticism: From Mario Maker to Sunless Sea  
by Kris Ligman [09.21.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the critical reception of Super Mario Maker to the literary heritage of Failbetter's Sunless Sea.
Console/PC, Indie, Design

Blog: The New Games Criticism 9
by Gamasutra Community [09.21.15]
Paul Kilduff-Taylor: "The New Games Critic will resist the primacy of any single element when constructing their response; they will work to achieve a harmonious balance."
Console/PC, Smartphone/Tablet, Indie, Design

6 UX/UI improvements I made to my game, and where I go from here  
by Gamasutra Community [09.21.15]
"I'm quite happy and proud of everything that I managed to get done these past few months, however, it's become clear that in some ways, the product itself isn't the problem."
Smartphone/Tablet, Indie, Art, Design, Production

The 'bridal rhyme' creative process  
by Gamasutra Community [09.21.15]
"You know how it goes: Something Old, Something New, Something Borrowed, Something Blue... it can be used as a helpful crutch in your creative process once you pick up on it."
Console/PC, Smartphone/Tablet, Indie, Design, Production

5 reasons to trademark your video game 27
by Gamasutra Community [09.21.15]
"As easy as it has become to create and distribute your own unique game, it is even easier for someone to copy your game and profit off of your hard work," writes attorney Stephen McArthur.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

The secrets to scrappiness: Fighting to survive as an indie studio 11
by Tanya X. Short [09.21.15]
Kitfox Games (Shattered Planet) director Tanya X. Short shares lessons learned and, more generally, the philosophy of tenacious "scrappiness" that has allowed her indie studio to survive and thrive.
Console/PC, Indie, Business/Marketing

The game industry under the new 'Lenz' of Fair Use 4
by Gamasutra Community [09.18.15]
Attorney Mona Ibrahim's analysis: "The truth is that fair use is very difficult to prove and almost always require a lawsuit to reach a final determination. This isn't a perfect system."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

UE4 devs can now download and tinker with Epic's GDC 2013 tech demo  
by Alex Wawro [09.18.15]
More than two years later, the company has made the assets and project files for that famous GDC 2013 UE4 tech demo freely available for anyone to download and tinker with.
Console/PC, Indie, Design, Video

'Presence' is the new 'fun' in VR 4
by Gamasutra Community [09.18.15]
Fantastic Contraption VR dev Kimberly Voll: "If we hold VR up to the presence stick are we doing a disservice or a favour to the caliber of content?"
Console/PC, Indie, Design, VR

Video: Deconstructing the art design of Journey  
by Staff [09.18.15]
Thatgamecompany's Journey is dominated by gentle slopes, but in this GDC 2013 talk its art director, Matt Nava, explains how the game's art direction coalesced through rocky starts and sharp turns.
Console/PC, Indie, Art, Video, Vault

Don't Miss: Can joy be more 'adult' than violence? 29
by Leigh Alexander [09.18.15]
In this classic 2014 feature Honeyslug's Ricky Haggett and Funomena's Robin Hunicke look at joy as an alternative quality of mature games, which are often dominated by violence.
Console/PC, Indie, Programming, Art, Design

After 7 years as Honeyslug, the Hohokum devs are splitting up  
by Alex Wawro [09.18.15]
After seven years working together the founders of UK indie studio Honeyslug are splitting up and going their separate ways, though Honeyslug will remain open to distribute its catalog of games.
Indie, Business/Marketing

How to pitch your game 3
by Gamasutra Community [09.18.15]
"Youíre in an elevator. Iím standing there in a stupid orange hat. We have 6 seconds before the floor is hit. I ask you about what game youíre working on. Practice that reply."
Indie, Business/Marketing

What makes an indie hit? How to choose the right design 53
by Gamasutra Community [09.18.15]
NecroDancer's Ryan Clark: "In this industry it's difficult to go far without learning from others. But from whom should we learn? I think it is wisest to study developers who have been repeatedly successful."
Indie, Design, Business/Marketing

3 steps to improve your game's graphics 6
by Gamasutra Community [09.18.15]
"Resonant visuals are more than just detailed graphics. They have to be both beautiful and meaningful. In practice, your gameís aesthetics encompass both the principles of design and your overall art style."
Indie, Art, Production

How we did a panoramic photo-shoot for a VR experience 1
by Gamasutra Community [09.18.15]
"This is a (rather technical) postmortem about our VR experience Sherlock Holmes - The Wagner Ritual which was made during the Gear VR Jam 2015 and is now out on the Gear VR store."
Smartphone/Tablet, Indie, Production, VR