Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
December 1, 2015
arrowPress Releases
December 1, 2015
PR Newswire
View All

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

Updates » Indie
How Monarch redefines what winning means in strategy games 4
by Bryant Francis [11.11.15]
'We rarely consider how being highly cultured is a strategy for maintaining power. When leaders are having cocktail parties with influential people, thereís work being done.'
Indie, Serious, Art, Design

How to actively fight the 'good isn't good enough' phenomenon 12
by Gamasutra Community [11.11.15]
"I'd like to share a couple of discoveries we've made. I'd like to show you the power hidden inside a community and how important it is to promote your games outside of the internet."
Indie, Business/Marketing

Fright Lessons: Creating a nemesis in The Coma: Cutting Class  
by Joel Couture [11.11.15]
'I put my biggest fear into the game. I'm not scared of ghosts or fictional creatures. I'm frightened by my fellow humans. They're the scariest creatures alive.'
Indie, Design, Production, Video

Blog: How AAA rises the tide for all game-dev boats 2
by Gamasutra Community [11.11.15]
"'Us vs. them' is a pointless way to frame the differences between indies and AAAs. It needlessly creates conflicts out of contrasts."
Console/PC, Indie

Top 7 ways to ignore player feedback 12
by Gamasutra Community [11.11.15]
"Here's some handy tips on how to ignore those pesky playtesters that aren't worth your time... especially when their feedback isn't the kind you want to hear!"
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

Helldivers comes to Steam, courtesy of PlayStation Mobile  
by Alex Wawro [11.10.15]
Arrowhead's top-down PlayStation Network co-op game Helldivers is coming to Steam next month, but it's being published by PlayStation Mobile, not Sony Computer Entertainment.
Console/PC, Indie, Business/Marketing

Don't Miss: Level design tips from experts like Cliff Bleszinski & John Romero 1
by Marc Saltzman [11.10.15]
In this classic '99 Game Developer feature, the world's top level designers (including developers of Doom, Quake and more) offer advice on what makes or breaks level architecture in 3D game design.
Console/PC, Indie, Design

Blog: Adventures in game AI design  
by Gamasutra Community [11.10.15]
One indie dev shares lessons learned in good AI design. "Hopefully this little story will help anyone one looking to do Ai for their own indie game, failing that I hope it at least entertains."
Console/PC, Indie, Programming

Come to GDC 2016 and see how Retro City Rampage was ported to DOS  
by Staff [11.10.15]
GDC 2016 is on the horizon, and today organizers are proud to debut talks from experts about what goes into porting games across platforms (including MS-DOS!) and making them look great everywhere.
Console/PC, Smartphone/Tablet, Indie, Programming, GDC

4 useful habits for level designers 5
by Gamasutra Community [11.10.15]
A level designer from Ubisoft Montreal with credits on multiple Splinter Cell games shares some quick tips for sharpening your level design skills.
Console/PC, Smartphone/Tablet, Indie, Design

Lessons learned from writing an 8-bit game engine from scratch 3
by Gamasutra Community [11.10.15]
"I wanted to share some of the lessons I've learnt developing Cathedral for the last 8 months, and hopefully there's some nugget of wisdom in here that might be of use to some fellow game developers."
Console/PC, Indie, Programming

This Week in Video Game Blogging: From Undertale's philsophy to Fallout  
by Gamasutra Community [11.10.15]
"This week, our partnership with game criticism site Critical Distance brings us picks...on topics ranging from a development history of Fallout 4 to intellectual honesty in character design."
Console/PC, Indie, Design

Blog: An earnest account of one producer's mental health treatment  
by Gamasutra Community [11.10.15]
An ongoing diary of one producer's mental health: "What people need to realize is that a mental health in most cases someone trying so hard not to be noticed or perceived as ill."
Console/PC, Indie

Sublevel Zero creators on the perils and rewards of procedural generation 6
by Chris Kerr [11.10.15]
'With traditional level design you can hide things, and use smoke and mirrors to make levels look good. But with procedural generation, you can't fake that.'
Console/PC, Indie, Programming, Design, Video

Video: How to design the best camera for your side-scrolling game  
by Staff [11.09.15]
At GDC 2015 Mushroom 11 creator Itay Keren explores the theory and science of designing great camera systems for side-scrolling games, and how you can apply it to your own projects.
Console/PC, Indie, Design, Video, Vault

Texas' new video game history museum prepares to open next month 1
by Alex Wawro [11.09.15]
The National Videogame Museum expects to open its doors next month in Frisco, Texas, more than a year after the traveling video game history exhibition said it would settle down permanently.
Console/PC, Indie

How Cibele taught me to love existential sex crises 1
by Katherine Cross [11.09.15]
Nina Freeman's Cibele autobiographical game about finding romance in an MMO is a rare glimpse of what a mature portrayal of sex could look like in games.
Console/PC, Indie, Design, Video

Blog: Don't develop games full-time 8
by Gamasutra Community [11.09.15]
"12 hour work days. Severely underpaid. Constant late-night calls because timezones. Waking up in the middle of the night to check notifications for disasters during big promotions. Crunching weeks on-end with no weekends."
Indie, Business/Marketing

Defining and constructing a game's visuals 2
by Gamasutra Community [11.09.15]
"I wanted to share with you the steps I used to construct or in-game environment. It's been 9 whole months since the projected started and during that time I discovered some fun tricks."
Console/PC, Indie, Art

The power of playtesting  
by Gamasutra Community [11.09.15]
"Games are complicated. You take intricate systems of interlocking parts and then add the human factor. Seeing the game in action is going to be a better picture than all your theoretical models. Itís the real thing."
Console/PC, Indie, Design