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July 29, 2014
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Updates » Indie
Tax breaks still a sore spot for many devs, GDC Europe survey says  
by GDC Staff [07.10.14]
Domestic tax incentives for the video game industry remain a controversial topic among European developers responding to the GDC Europe 2014 State of the Industry survey.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Business/Marketing, GDC Europe

'The best way to make a hit is to fail a lot' 15
by Mike Rose [07.10.14]
Spontaneous hits are a massive part of the indie success story narrative, with monthly tales of indie studios who have seemingly come out of nowhere, put out a great game, and found instant success.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Capy's Nathan Vella on the advantages of building a studio 3
by Mike Rose [07.10.14]
Nathan Vella urged game developers to consider starting a studio with multiple people, rather than going it alone with the hope you can achieve the same sort of success story that often gets passed around.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Blog: Selling overhead to fans with crowdfunding  
by Gamasutra Community [07.10.14]
"The point is that there are now plenty of opportunities for an end user to not only buy into games that have yet to be finished, but to purchase the stuff that would otherwise end up on the cutting room floor."
Console/PC, Indie, Production, Business/Marketing

GDC Europe 2014 adds Below, Assassin's Creed talks  
by GDC Staff [07.10.14]
Designers from Capybara Games and Ubisoft join the lineup of speakers exploring the art and business of games at GDC Europe 2014 this August in Cologne.
Console/PC, Indie, Art, Design, Production, Business/Marketing, GDC Europe

Are badges really all that? 24
by Gamasutra Community [07.10.14]
"Badges are cool if they make the player look at the game another way and encourage exploration. But badges are not so cool if they're for lots of repetitive actions (like clicking a button) or paying money into the game."
Console/PC, Indie, Design

Q&A: The latest on PlayStation dev relations, with Sony's Adam Boyes Exclusive 1
by Kris Graft [07.10.14]
Sony has emphasized a commitment to make players happy -- but in order to get there, PlayStation needs to keep developers happy. We talk to SCEA's VP of developer relations, Adam Boyes.
Console/PC, Indie, Business/Marketing, Exclusive

The best bits from Cliff Bleszinski's Reddit chat 17
by Christian Nutt [07.09.14]
Today, Cliff Bleszinski took to Reddit for an "ask me anything" session, and shared his perspective on the industry and the thinking behind his plans for his new studio and new game, BlueStreak.
Console/PC, Indie, Design, Production, Business/Marketing

Video: Vlambeer's experience developing Nuclear Throne in public 2
by Staff [07.09.14]
Vlambeer cofounders Jan Willem Nijman and Rami Ismail took the stage during the GDC 2014 Independent Games Summit to talk about what they'd learned from livestreaming development of Nuclear Throne.
Console/PC, Indie, Design, Production, Business/Marketing, Video, Vault

Don't Miss: Can joy be more 'adult' than violence? Exclusive 28
by Leigh Alexander [07.09.14]
"Adult content" rules commercial games -- but repetitive, blistering violence gets dull. Honeyslug's Ricky Haggett and Funomena's Robin Hunicke look at joy, as an alternative quality of mature games.
Console/PC, Indie, Programming, Art, Design, Exclusive

Blog: Gameplay and the balance cult 11
by Gamasutra Community [07.09.14]
"There is, in my view, a very valuable aspect to imbalance; furthermore, balance is not as easily quantifiable as you might think -- as there are often multivariate levels that contribute to balance."
Console/PC, Indie, Design

How to make an effective game trailer with no experience or budget 11
by Gamasutra Community [07.09.14]
"A trailer can be your calling card. Putting together a nice-looking trailer can help showing the features of a game, without the need of having the game finished."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Lessons learned from a year of developing a Unity plugin 4
by Gamasutra Community [07.09.14]
The maker of the plugin Grids reflects: "We gained a few hundred customers. Itís been an exciting year of ups and downs. Here are some of the things that surprised me."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Blog: Why I made the crappiest game I could think of to motivate myself 14
by Gamasutra Community [07.09.14]
"I have a floor to stand on now -- even if that floor is subterranean, it's certainly better than just aimlessly floating through the void waiting for that 'perfect spot' to land on."
Console/PC, Smartphone/Tablet, Indie, Production

Divinity: Original Sin is the game Larian Studios waited 15 years to make Exclusive 7
by Alex Wawro [07.09.14]
"We always wanted to make an old-school PC RPG with multiplayer," says Larian founder Swen Vincke. "We never managed to sell it to a publisher in the past; every time we proposed, it was refused."
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Lorne Lanning on the return of Oddworld - and the mid-tier indie 2
by Christian Nutt [07.08.14]
Digital distribution and self publishing enables experienced teams become self-sustaining -- and the Oddworld creator shares his story of finding his way back.
Console/PC, Indie, Production, Business/Marketing

Unity gives an in-depth look at the PhysX upgrade in Unity 5 2
by Christian Nutt [07.08.14]
In a new blog post on its official site, the engine provider has gone in-depth on how its implementation of PhysX 3.3 will give the next version of its game engine a boost.
Console/PC, Smartphone/Tablet, Indie, Programming

Don't Miss: The Chinese Room's melancholy and refreshing Rapture Exclusive 7
by Leigh Alexander [07.08.14]
Leigh Alexander visits The Chinese Room to see Everybody's Gone to the Rapture -- a uniquel melancholy and distinctly English apocalypse, created by a team with a refreshing attitude to sustainability.
Console/PC, Indie, Design, Exclusive

Blog: Unknown answers 2
by Gamasutra Community [07.08.14]
Sometimes games are the most fun when the game designer doesn't pretend to have all the answers, and instead lets players figure it all out.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Developing for procedural dynamism in Unity  
by Gamasutra Community [07.08.14]
The development process for starting a fully dynamic voxel-based toybox tank game in Unity, and all of the technical challenges that have arisen so far.
Smartphone/Tablet, Indie, Programming, Design