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May 4, 2015
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Updates » Indie
Minimum sustainable success 26
by Gamasutra Community [04.16.15]
Spry Fox's Daniel Cook offers a wake-up call to independent developers who think they can live project-to-project and make it in the long run. Here's what it really takes to sustain your studio.
Indie, Business/Marketing

The problems with weak game industry ecosystems 3
by Gamasutra Community [04.15.15]
A laundry list of the challenges facing developers who operate in countries with weak game development ecosystems, written by a Turkish developer.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

Advice from my decade-long journey in the indie game industry 6
by Gamasutra Community [04.15.15]
"Looking back on things, I couldíve learned a lot more about the games industry much quicker if I had just gotten a job at a studio or press website instead of creating my own jobs along the way."
Indie, Production, Business/Marketing

How to identify the YouTubers you want to target with your game  
by Gamasutra Community [04.15.15]
"When evaluating a YouTube channel you look at subscriptions obviously. However, what you do next is you check all of the Social Media channels that the YouTuber you are interested in is active on."
Indie, Business/Marketing

AI hiding among AI: Chris Hecker on SpyParty's devious single-player  
by Phill Cameron [04.15.15]
We talk to Chris Hecker about the surprising choice to make a single-player mode for his player vs player game of deception and suspicion, Spyparty.
Console/PC, Indie, Programming, Design

Blog: Overcoming floating point precision errors 2
by Gamasutra Community [04.15.15]
"We have now overcome floating point precision problems and moved on to other things ... we hope that this in some way may help any other teams looking to obliterate the invisible wall."
Indie, Programming

U.S. government backs summit to unite teachers and game makers 8
by Alex Wawro [04.14.15]
The U.S. Dept. of Education will help host the first-ever "Games for Learning Summit" to try and bring educators and developers together to discuss how to best design games for use in the classroom.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Don't Miss: How game developers come to grips with self-promotion Exclusive 17
by Leigh Alexander [04.14.15]
In 2014, Gamasutra spoke at length with developers who have been forced to acclimate to a world where they have to market their own games, do their own press outreach, and create their own materials.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, Exclusive

Molleindustria's Pedercini appreciates the art history of games  
by Alex Wawro [04.14.15]
In a DiGRA keynote address, game maker, artist and educator Paolo Pedercini sheds light on how games were appreciated as artistic works long before anyone was talking about Roger Ebert or Bioshock.
Console/PC, Indie, Art

Adding debt to your daily Scrum 7
by Gamasutra Community [04.14.15]
"After being stung by it a few times... Iíve added a fourth question that everyone is expected to answer in daily Standups: What debt have I incurred?"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

X-Wing and Mechwarrior makers unite to launch a new studio  
by Alex Wawro [04.14.15]
David Wessman, Jack Mamais & Coray Seifert take the wraps off their new studio, which aims to build "hardcore multiplayer experiences" for contemporary platforms, including virtual reality headsets.
Console/PC, Indie, Business/Marketing

Game Design Deep Dive: Making babies in Hero Generations Exclusive 2
by Scott Brodie [04.14.15]
Heart Shaped Games founder Scott Brodie digs into the prototyping and fine-tuning that went into the design of the hereditary traits and genealogy systems at play in his game Hero Generations.
Console/PC, Indie, Design, Exclusive, Deep Dive

When it's time to let your beloved design idea go  
by Gamasutra Community [04.13.15]
"This is a story about designing something, loving it, becoming blind to its faults, and eventually remaking it."
Console/PC, Smartphone/Tablet, Indie, Design

One year in Steam Greenlight 12
by Gamasutra Community [04.13.15]
"Greenlight won't last forever, though; we hope that we'll make it onto Steam before Greenlight dies, or that we perform better in its successor program."
Console/PC, Indie, Business/Marketing

Why we've decided NOT to implement 3D movement in Starfall Tactics 18
by Gamasutra Community [04.13.15]
"Most people generally confuse complexity in these kinds of games with depth. Complexity, in our opinion, isn't inherently good - it's a sacrifice that you have to make sometimes in order to reach depth."
Console/PC, Indie, Design

Unity support coming to New Nintendo 3DS 16
by Kris Graft [04.13.15]
Unity announced at Unite 2015 Tokyo that it would soon bring graphics engine support to the New Nintendo 3DS and New Nintendo 3DS XL.
Console/PC, Indie, Programming, Art, Design, Production

This Week in Video Game Criticism: From Game of Thrones to game preservation  
by Kris Ligman [04.13.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Zach Alexander on topics ranging from choice in Telltale's Game of Thrones to responses to the Entertainment Software Association's position on games preservation.
Console/PC, Social/Online, Indie, Design

Licensing music, from individual tracks to adaptive scores 1
by Phill Cameron [04.13.15]
From the excellent soundtrack of OlliOlli to the bespoke, adaptive scores of Hohokum, we look at what's involved in collaborating with artists.
Console/PC, Indie, Audio

Don't Miss: 13 basic principles of gameplay design 17
by Matt Allmer [04.10.15]
EA and Page 44 veteran Matt Allmer re-imagines the famous '12 Principles Of Animation' for video games in this classic 2009 design feature, adding his own new principle along the way.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

How to create 2D character art from 3D models 3
by Gamasutra Community [04.10.15]
"As this is a FPS game for PC, there are already rigged 3D models of the in-game characters. We pose them, render an image, then ask 2D artists to overpaint the image to production poster quality."
Console/PC, Smartphone/Tablet, Indie, Art