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August 28, 2015
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August 28, 2015
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Updates » Indie
Two resources to help you dig into the Steam Summer Sale results  
by Christian Nutt [08.11.15]
What effect did the incredibly popular, yearly promotion have on game developers? Two resources break it down for your perusal.
Console/PC, Indie, Business/Marketing

Get a job: Be a 2D Animator for DrinkBox Studios  
by Staff [08.11.15]
The folks who built Guacamelee! are currently working on Severed and they want an experienced 2D animator to work on a contract basis alongside the team at DrinkBox's Toronto HQ.
Indie, Art, Recruitment

Video: See the beauty and the value of supposedly 'broken' games 1
by Staff [08.11.15]
Game designer Naomi Clark takes the stage at GDC 2015 to deliver a brief, passionate paean to what she described as "weird little messy, artsy games" that "dare to be cantankerous and obtuse."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Video, Vault

Being an indie in Japan isn't easy, says dev -- but it's getting better  
by Alex Wawro [08.11.15]
Onion Games' Yoshiro Kimura speaks candidly about how Japan's indie scene has changed, and how his encounters with other indie developers at GDC reignited his passion for making games.
Indie, Design

Give us your Dirty Coding Tricks! 1
by Staff [08.11.15]
The "Dirty Coding Tricks" articles have been among the most popular on Gamasutra, and that's why we're asking you to share your stories -- so we can do a part 3!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

Don't Miss: How to make a Rapture Exclusive 10
by Christian Nutt [08.11.15]
Dear Esther studio The Chinese Room's new first-person experience is set in a quaint town where everyone's disappeared. Here, the developer talks about prototyping and delivering story-as-gameplay.
Console/PC, Indie, Design, Production, Exclusive

Blog: The complicated dev of abuse-survivor story Enola  
by Gamasutra Community [08.11.15]
Difficult subject matter and difficult development: A game based around confronting the attacker of a rape victim, from the perspective of both its subject matter and its production.
Console/PC, Indie, Design, Production, Business/Marketing

Hacking in high school: Roguelikes in the early '80s 4
by Gamasutra Community [08.11.15]
"You'd open the door of the room and hear kids yelling across the room to their friends and project partners, see some kids playing games, some just hanging out, and others hard at work with total concentration."
Console/PC, Indie, Programming, History

The many flavors of foreign culture in games 5
by Gamasutra Community [08.11.15]
"Each culture has its own particularities, that unique way of doings things that cannot be easily described. It's not an odor nor a fragrance, but a subtle, unusual element you can't describe at first. An exotic spice."
Console/PC, Smartphone/Tablet, Indie, Art, Business/Marketing

Video: Why aren't there more sequels to indie games? 6
by Staff [08.10.15]
At GDC 2015, independent designer Sarah Northway ponders why more indies don't do sequels and shares how making multiple Rebuild games has affected her psyche -- and her wallet.
Indie, Business/Marketing, Video, Vault

Don't Miss: Everybody's Gone To The Rapture is a response to the state of game writing 3
by Dan Pinchbeck [08.10.15]
The Chinese Room's Dan Pinchbeck (Dear Esther) discusses how recent games have influenced the course of the writing for his latest project: Everybody's Gone to the Rapture.
Console/PC, Indie, Design

2D animation methods in Unity 11
by Gamasutra Community [08.10.15]
"Any approach works well enough on a toy problem, but how well would they handle a much more complex character? Our set of states here, while small, is big enough to provide a view into this important issue."
Console/PC, Smartphone/Tablet, Indie, Programming

This Week in Video Game Criticism: Against 'flow' design  
by Kris Ligman [08.10.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from the war economy of The Witcher 3 to a conversation on the limits of 'flow' design in games.
Console/PC, Indie, Design

Personal challenges for the solo indie dev 17
by Gamasutra Community [08.10.15]
"These are the ones that affected me and Iíve felt not many people write about. Even with a decade of commercial experience, I don't think I really knew as much as I should when I began on my own."
Indie, Production

Microsoft: We don't want to compete with Steam... but we might, one day 15
by Christian Nutt [08.07.15]
"We are not intending to compete with Steam. If anything, we want Steam to be even more successful -- they've done great things for PC gamers in terms of having a single store."
Console/PC, Indie, Business/Marketing

Great game GIFs galore: The week in GameDevTweets  
by Christian Nutt [08.07.15]
Game developers are all over Twitter, sharing everything from tips on making games, observations on the latest news, and snarky jokes. This week: The magical way games look, broken or not.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art

Roguelike development with free tool, REXPaint 5
by Gamasutra Community [08.07.15]
Cogmind developer Josh Ge explains how to use REXPaint, the freely distributed tool he developed to create his game's world.
Console/PC, Smartphone/Tablet, Indie, Art, Design

Signifying nothing: Making indie games in 2015 16
by Gamasutra Community [08.07.15]
Mode 7 Games joint managing director and IndieFund member Paul Kilduff-Taylor explains the challenges of making an indie game success in 2015, and why discourse around it needs to improve.
Console/PC, Indie, Business/Marketing

Getting dynamic, orchestral music into an indie game 2
by Gamasutra Community [08.06.15]
"A look back at some of the takeaways I felt might be beneficial to other indie studios or audio folks working in indie games."
Indie, Audio

Blog: What it was like to attend our first conference  
by Gamasutra Community [08.06.15]
"We wanted to make new friends, get some feedback on the game, and just have fun. And in that regard, the conference was a huge success. We did everything that we wanted to, and more."
Console/PC, Indie, Business/Marketing