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April 29, 2016
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April 29, 2016
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Updates » Indie
Don't Miss: A look back at April Fool's Day in the game industry 7
by Alex Wawro [04.01.16]
From Street Fighter's fake character to Irem's fake console, in this timeless feature we look back at classic April Fool's Day hoaxes in the game industry that made us laugh, groan -- or both.
Console/PC, Indie, Business/Marketing

A musical journey through Jessica Curry's Rapture  
by Gamasutra Community [04.01.16]
"I am going to 'unpick' the extraordinary music of Jessica Curry: Christian music for video games by an atheist composer. My study will focus on her entire soundtrack output."
Console/PC, Indie, Audio

Performance-critical editor tools in Unity  
by Gamasutra Community [04.01.16]
"Of all the awesome features in Unity, I find the ability to script the editor and make it do what you want using almost the same tools and API that the original developers used to make it one of the best features available to developers."
Console/PC, Smartphone/Tablet, Indie, Programming

Interpreting analog stick input 2
by Gamasutra Community [04.01.16]
"When a game supports controllers, the player is likely using an analog stick at all times. Nailing the input processing can have a substantial impact on quality throughout the experience."
Console/PC, Indie, Programming

Blog: Breaking Chess, but just enough  
by Gamasutra Community [04.01.16]
"What if we removed experience and years of study from the equation? How much would that level the play field? What if every chess game was different and you had to learn it on the fly?"
Indie, Design

Blog: Why I canceled my Wii U game 53
by Brandon Sheffield [03.31.16]
After cancelling a small Wii U project following the firing of Alison Rapp by Nintendo, developer Brandon Sheffield discusses why, and the subsequent fallout.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

New Unreal update includes Paragon improvements, and language support  
by Christian Nutt [03.31.16]
The latest release has some not-so-insignificant improvements, of a number of different stripes -- whether your concern is international audiences or cutting-edge graphics, sound, or more.
Console/PC, Smartphone/Tablet, Indie, Programming

Reminder: GDC Europe 2016 call for talks closes on Friday!  
by Staff [03.31.16]
Just a quick reminder that the call for submissions to present lectures and panel sessions at the†Game Developers Conference†Europe†in August ends†tomorrow:†Friday, April 1st, at 11:59 PM Pacific.
VR, Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

Dwarf Fortress: Figuring out how to simulate the universe, one step at a time  
by Christian Nutt [03.31.16]
"If I could push a button and make it happen I would do it, but since you have to prioritize itís like weíre more on a crusade to put the narratively interesting parts of the world. We donít care about atoms and stuff."
Console/PC, Indie, Design, Production

Mable & The Wood: Expanding a prototype & wrestling with difficulty  
by Lena LeRay [03.31.16]
Andrew Stewart of Triplevision Games talked to us about how Mable & The Wood has changed since that initial Ludum Dare prototype.
Indie, Design, Video

Blog: Getting blinded by game industry trends?  
by Gamasutra Community [03.31.16]
"The video game landscape is far from random, even though it can often feel that way. Here are five summary pointers that help keep my head together, as I attempt to make better sense of the topics I cover."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Deck-builder design analysis: Epic Card Game  
by Gamasutra Community [03.31.16]
"Epic is an extraordinarily ambitious game. Its creators are trying to build a skyscraper on a cracked foundation. Whether they pulled it off is subjective, but their efforts are definitely worth a look."
Console/PC, Smartphone/Tablet, Indie, Design

How I coded realistic rope physics in my game 7
by Gamasutra Community [03.31.16]
"Getting realistic ropes working required tackling several different problems. It was mostly traveling development paths that others have already blazed and then making whatever adjustments were needed for my specific needs."
Console/PC, Smartphone/Tablet, Indie, Programming

Adding visual variety using a few Photoshop-like tricks 6
by Gamasutra Community [03.31.16]
"We needed to add some variety to the scene to make it more appealing for the players, but creating several scenarios wasnít a good option for us. We are only 2 people doing the game."
Console/PC, Smartphone/Tablet, Indie, Art

Why we open-sourced 80 Days' narrative scripting language, Ink 6
by Gamasutra Community [03.31.16]
"We know it would be hugely valuable to other developers and writers, especially those who are used to Excel and Word. Ink has been designed from the ground up to have a certain set of affordances."
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Business/Marketing

Report: Veteran console FPS developer n-Space shuts its doors 3
by Christian Nutt [03.30.16]
The veteran Florida-based console developer n-Space has closed its doors after 21 years in operation, according to a Twitter statement from staffer Ben Leary.
Console/PC, Indie, Business/Marketing

Inside the lo-res Roguelike FPS inspired by Canadian politics 5
by Tim W. [03.30.16]
This tough shooter with base management elements harkens back to the glory days of classic FPS titles like DOOM and Wolfenstein 3D.
Indie, Design, Video

Reminder: You have one day to apply to the Stugan dev accelerator camp 1
by Alex Wawro [03.30.16]
Pitched as "game dev summer camp", the Stugan accelerator is calling for applicants to its second†game-making program, which will see 20 devs spending 8 weeks making games in a cabin in Sweden. Applications close March 31.
Indie, Production, Business/Marketing

Why we went for a sequel, even if the original was not a hit 4
by Gamasutra Community [03.30.16]
"Our findings confirm that there is enough players for high-quality card-battler games that f2p business model for our game would make sense. CCG space is not (yet) filled up with games that sound and taste similar to each other."
Smartphone/Tablet, Indie, Production, Business/Marketing

The road to SXSW: How we showed our game, and what we learned  
by Gamasutra Community [03.30.16]
"All in all, SXSW Gaming 2016 was a positive experience for me. I showed Breaker Blocks to tons of new people, I got to talk to some people who actually already knew who I was, and I made new friends in the development community."
Indie, Business/Marketing