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September 20, 2014
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September 20, 2014
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Updates » Indie
Blog: 'Making it' in a small, regional game industry  
by Gamasutra Community [08.29.14]
"A couple of mediocre YouTube videos got me a job in the middleware industry. I'm not making games, but I'm helping others make games and making tons of contacts in the industry in the process."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Dynamic 2D character lighting 6
by Gamasutra Community [08.29.14]
Double Fine programmer Oliver Franzke writes about the technique used in Broken Age to "integrate Shay into (the beautiful) world" with character lighting.
Console/PC, Indie, Programming, Art

Wii U eShop audience is 93 percent male, 18-plus 7
by Christian Nutt [08.28.14]
According to new stats released by the company at Unity's Unite event in Seattle, Nintendo's audience for download games isn't as young as you might expect.
Console/PC, Indie, Business/Marketing

IGDA issues statement condemning harassment 1
by Christian Nutt [08.28.14]
The International Game Developers Association responds to events where developers and other industry members have been "the subject of harassment and 'doxxing' attacks."
Console/PC, Indie, Business/Marketing

Video: Miegakure dev offers perspective on designing 4D movement 5
by Alex Wawro [08.28.14]
A new promotional video for Marc Ten Bosch's 4D puzzler Miegakure seeks to explain how the game implements four-dimensional movement as a puzzle-solving mechanic.
Console/PC, Indie, Design, Video

Don't Miss: Let's retire the word 'gamer' Exclusive 141
by Brandon Sheffield [08.28.14]
"The word 'gamer' is regressive. It accepts the portrait of us painted by the mainstream news media, and every time I hear it or read it it actually makes me feel a little sick."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Exclusive

Tackling GDC and Gamescom on an indie budget 3
by Gamasutra Community [08.28.14]
"If you play your cards right, you can showcase your game almost non-stop even without a booth, get a lot of valuable contacts and make new friends."
Indie, Business/Marketing

'Gamers' don't have to be your audience. 'Gamers' are over. Exclusive 241
by Leigh Alexander [08.28.14]
'Game culture' as we know it is kind of embarrassing -- itís not even culture. Itís buying things, spackling over memes and in-jokes repeatedly, and itís getting mad on the internet.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design, Business/Marketing, Exclusive

Making an effective tutorial 2
by Gamasutra Community [08.28.14]
How to tutorial: "Like everyone else, I hate tutorials. Eventually over several iterations, I settled on a much more decentralized tutorial system."
Console/PC, Indie, Design, Production

Freedom, simplicity of solo development in The Next Penelope Exclusive 1
by Mike Rose [08.28.14]
The developers behind Hell Yeah! needed the game to be a big hit if Arkedo was going to keep making games. When Hell Yeah! fell short, one of Arkedo's founders tried something new.
Console/PC, Indie, Design, Business/Marketing, Exclusive

Blog: They shout louder 31
by Gamasutra Community [08.28.14]
"'They shout louder because theyíre losing.' I donít think itís true, because I think the capital C Conservative group of people who play games arenít losing. The more I think about it, the more I believe they lost years ago."
Console/PC, Indie, Business/Marketing

Blog: Pretend it matters - a Ludum Dare postmortem  
by Gamasutra Community [08.28.14]
"I decline to draw sharp lessons from this, no what-went-right or what-went-wrong. Each new approach has a little of both."
Console/PC, Indie, Programming, Design, Production

Selling a game before it's 'done': Tips and insight for paid alphas Exclusive 9
by Kris Graft [08.28.14]
These days, some of the most successful games out there aren't even out yet. Developers engaged in notable paid alpha campaigns share their experiences so far in a roundtable Q&A.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

Wage gauge: Industry salary stats from the 2014 Game Career Guide Exclusive  
by Staff [08.27.14]
In this edition you'll find lots of great data aimed at preparing you for a career in game development, including the results of Gamasutra's most recent industry-wide salary survey.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive, annual Career Guide

Don't Miss: Composition in level design - An in-depth examination 9
by Gamasutra Community [08.27.14]
A comprehensive look at what goes into creating first person shooter levels for a sense of visual composition -- and what that means in terms of guiding players to experience your gameplay best.
Console/PC, Indie, Art, Design

Blog: On the brink of a nervous breakdown 13
by Gamasutra Community [08.27.14]
A developer discovers the game he's been slaving over -- which he thought was original -- has similarities to other titles. In this post, he confronts his feelings on finding out.
Console/PC, Smartphone/Tablet, Indie, Design, Production

Reminder: GDC 2015 call for submissions closes tomorrow!  
by Staff [08.27.14]
The call for proposals for Main Conference talks, roundtables and panel sessions for the 2015 Game Developers Conference in San Francisco, CA ends tomorrow (8/28). Don't miss the deadline!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Designing achievements: How good should I be at my own game? 15
by Gamasutra Community [08.27.14]
"As a game maker, I wouldn't feel comfortable releasing a game that I could not beat, but does the same hold true for achievements?"
Console/PC, Indie, Design

All I needed to know (about games) I learned from Dungeons & Dragons 5
by Gamasutra Community [08.27.14]
A lecture from designer and educator Lewis Pulsipher that showcases how Dungeons & Dragons contains the seeds of wisdom for designing games -- and challenges much of today's triple-A conventional wisdom.
Console/PC, Indie, Design

Blog: Quick thoughts on the 'sprint' in Mario, Meat Boy 4
by Gamasutra Community [08.27.14]
"Re-playing these platformer made me realize that platformers are some of the most open gameplay experiences available; rarely are designer-imposed limitations placed on the player."
Console/PC, Indie, Design