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February 10, 2016
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February 10, 2016
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Updates » Indie
Download your copy of the GDC 2016 State of the Industry report!  
by Staff [01.22.16]
Game Developers Conference officials are pleased to release the full results of the 4th annual GDC State of the Industry survey today, and now you can†download a copy of the full report†for yourself.†
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing, GDC

Don't Miss: How BioWare addresses sexism and sexuality in games 39
by Staff [01.22.16]
In this classic 2013 presentation, one-time Dragon Age lead writer David Gaider takes a look at how BioWare's romantic characters evolved from Baldur's Gate II to the Dragon Age series.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

Emotions and mechanics: Lessons about pride  
by Gamasutra Community [01.22.16]
"In sum, when considering being proud, consider three keywords: Efforts from players, Outcomes by efforts, Evaluation on outcomes. Puzzles and accumulative progress enhance the feeling of being proud."
Console/PC, Smartphone/Tablet, Indie, Design

Come to GDC 2016 for practical tips on making more diverse games  
by Staff [01.22.16]
GDC 2016 organizers a great Advocacy track talk from 80 Days writer Meg Jayanth that promises 10 practical ways you can make more diverse games.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production, GDC

Code generation in Unity 4
by Gamasutra Community [01.22.16]
"Code generation is an immensely powerful tool that any developer can use. In its super basic form itís code that outputs text. This text can then be used for many means."
Console/PC, Smartphone/Tablet, Indie, Programming

Project organization is no monster: Tips for developing and versioning 2
by Gamasutra Community [01.22.16]
"In the end, our risks were worth it. This new workflow using git improved our productivity. There was always a stable branch to start something new from; everybody was confident enough that there would be no major problems."
Console/PC, Smartphone/Tablet, Indie, Programming, Production

Devs can now curate -- and get a cut of -- fan art sales on Redbubble  
by Alex Wawro [01.21.16]
The creators of Armello, Galak-Z and Crypt of the NecroDancer are among the developers taking part in the pilot program, which sees indie devs selecting work to be sold and collecting a cut of the proceeds.
Indie, Business/Marketing

Blog: Indie marketing failures and successes... from total novices 9
by Gamasutra Community [01.21.16]
"When I first met my team, last summer to discuss some ideas for our game, I had no marketing experience at all. In fact, none of us had."
Indie, Business/Marketing

Some Greenlight tips from 2 failed campaigns 5
by Gamasutra Community [01.21.16]
"Your game hits Greenlight, the first day it gets all the views, so you better release it in a good state, make sure you're making the right game, with the right art style that will appeal to Steam core gamers."
Console/PC, Indie, Business/Marketing

Blog: Gamifying Steam reviews won't work 6
by Gamasutra Community [01.21.16]
"Gamifying reviews is not going to improve the quality or utility of them. It might increase the volume of them but in doing so itís near guaranteed to also increase the noise and make them even less useful."
Console/PC, Indie, Business/Marketing

Roll for your life: Making randomness transparent in Tharsis 3
by Roy Graham [01.21.16]
"Human beings have this innate understanding of stuff that we can touch and hold and look at," says Zach Gage. "The dice in Tharsis are an analogue for something everyone is familiar with."
Console/PC, Indie, Design, Video

Blog: I relentlessly cheated at Avernum 5, and it made me think about morality 4
by Gamasutra Community [01.20.16]
"Does it constitute cheating when you hit a hidden button because it's literally impossible to stay afloat, let alone get ahead, otherwise because the world around you has been rigged?"
Indie, Design

GDC State of the Industry: Most developers now confident about the future of VR  
by Staff [01.20.16]
The latest Game Developers Conference survey suggests most developers now believe both VR/AR and eSports game development are sustainable businesses, with VR excitement growing fast.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC

AR, VR investment nearly $700 million in 2015 - report  
by Gamasutra Community [01.20.16]
An overarching analysis: "The cash has been flowing into sectors where investors see both short and long term opportunities, including AR/VR video, games, solutions/services and both AR and VR head mounted displays."
VR, Console/PC, Smartphone/Tablet, Indie, Business/Marketing

6 Unity plugins we used while developing Punch Club 3
by Gamasutra Community [01.20.16]
Six must-have plug-ins from the developer of Punch Club -- which take care of a variety of problems and add new functionality to the popular game engine.
Console/PC, Smartphone/Tablet, Indie, Programming

Austin, Texas' parking problems through the lens of game dev culture 14
by Gamasutra Community [01.20.16]
The difficulties of driving and parking in Austin, Texas -- as viewed through the context of its game development studios and culture.
Console/PC, Social/Online, Indie, Business/Marketing

Creative England and Andy Serkis' Imaginarium form new publisher  
by Chris Kerr [01.20.16]
Creative England and The Imaginarium Studios, a leading performance capture studio, will join forces to form a new independent publisher.
Indie, Business/Marketing

Placing kid characters in a tragic situation in This War Of Mine 1
by Alex Wawro [01.20.16]
Gamasutra speaks to some of the developers at 11bit about how and why they decided to add children -- modeled by their own kids -- into their grim war survival game This War Of Mine.
Console/PC, Indie, Design

IGDA board of directors election for 2016 is on now  
by Christian Nutt [01.19.16]
Member of the IGDA? You can review the nominees for the board of directors election -- two slots are waiting to be filled. Votes are due by February 29.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Don't Miss: Designing Darkest Dungeon to inspire despair 8
by Phill Cameron [01.19.16]
We talk to Chris Bourassa and Tyler Sigman of Red Hook Studios about the difficulty of Darkest Dungeon, and why they want their narrator to compound defeat by insulting the player.
Console/PC, Indie, Art, Design, Production, Business/Marketing