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January 29, 2015
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Updates » Indie
Examining sources of uncertainty in game design 7
by Gamasutra Community [01.07.15]
"The reason why uncertainty is so important can be understood by taking a closer look at the nature of any gameplay process. In essence it is all about learning, i.e. gaining competence."
Console/PC, Indie, Design

2015 Independent Games Festival announces Main Competition finalists  
by Staff [01.07.15]
The 2015 Independent Games Festival juries have announced finalists for the world's leading indie games showcase, including titles like 80 Days, This War Of Mine, Metamorphabet and The Talos Principle.
Indie, Business/Marketing, GDC

Check out this 'scribble effect,' and learn how to do it yourself 5
by Gamasutra Community [01.07.15]
How to create a distinctive and attractive art effect -- with code examples. "We knew we wanted to somehow mimic the rooms being drawn, by pencil, on to the screen." Here's how they did it.
Console/PC, Indie, Programming, Art

Make A Game With No Experience: Tom Francis begins Game Maker tutorials 4
by Phill Cameron [01.07.15]
Gunpoint's Tom Francis has begun a series of video tutorials on how to start creating a game in Game Maker Studio with no previous experience.
Console/PC, Indie, Programming, Design, Production, Video

The Game Outcomes Project: Building effective teams 27
by Gamasutra Community [01.07.15]
Born from a survey that yielded data about the most effective practices for team-based game development, The Game Outcomes Project is back -- this time, with info on how to build your team.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Don't Miss: Dirty Game Developer Coding Tricks 60
by Brandon Sheffield [01.06.15]
When the schedule is shot and a game needs to ship, programmers may use dirty coding tricks to get the game done. Read nine examples of just that in this classic 2009 Game Developer Magazine article.
Console/PC, Indie, Programming

8 game production tips: What we learned the hard way 6
by Gamasutra Community [01.06.15]
Eight game production tips learned "the hard way" -- with topics ranging from localization to community events and project planning.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Production

Blog: My top three (overlooked) games of 2014 3
by Gamasutra Community [01.06.15]
One dev's list: "It would be easy to list high profile games I loved this year... but rather I'd like to list some alpha, beta or early-access games that I've been having or had a blast with to date."
Console/PC, Indie, Business/Marketing

A primer on repeatable random numbers in video games 6
by Gamasutra Community [01.06.15]
"If you're creating anything procedural, you're guaranteed to come in need of random numbers. And if you want to be able to produce the same result more than once, you'll need the numbers to be repeatable."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

Video: Exploring the Japanese indie game dev scene 1
by Staff [01.05.15]
Speaking at GDC 2014, BitSummit director James Mielke talks about how Japanese indies are changing the status quo of Japanese game development despite rarely being acknowledged by mainstream media.
Indie, Business/Marketing, Video, Vault

More esteemed developers, artists join IGF Jury Panels  
by Staff [01.05.15]
The juries behind the GDC 2015 Independent Games Festival take form as an exciting lineup of lauded developers and industry professionals sign on to decide the finalists for the March awards.
Console/PC, Indie, Art, Design, GDC

Former DICE and Spark devs launch indie venture Fugitive Games  
by Alex Wawro [01.05.15]
Four devs from the likes of DICE (Battlefield 4) and Spark Unlimited (Lost Planet 3) have debuted a new indie studio in Santa Monica and seek to crowdfund development of a space survival sim.
Indie, Business/Marketing

Blog: When you have to change the name of your game... 1
by Gamasutra Community [01.05.15]
"Choosing a name for a game is always a difficult process, and this one took us a couple of weeks. I consider us fortunate that it didn't take longer!"
Indie, Business/Marketing

This Year in Video Game Criticism: The Games That Shaped 2014 2
by Eric Swain [01.05.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Eric Swain from the entirety of 2014. From the year's biggest releases to social and cultural issues affecting games, let's see what had the critics talking!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Art, Design

Cryptic Comet's Vic Davis retires from digital games 1
by Phill Cameron [01.05.15]
Vic Davis, creator of Armageddon Empires, Solium Infernum and Occult Chronicles, has announced his retirement from making digital games, moving instead to designing board games.
Console/PC, Indie, Programming, Business/Marketing

Lessons Learned From 191k views on YouTube in 10 days, and a wasted opportunity 10
by Gamasutra Community [01.05.15]
"Already, there have been 39 YouTuber videos made of the game and ~191k views of the videos... but I must admit that I have blown a great opportunity and capitalized very poorly on the publicity of the game."
Console/PC, Indie, Business/Marketing

Adaptive music solution Psai launches on Unity Asset Store 2
by Phill Cameron [01.05.15]
An 'interactive music engine', audio tool Psai has launched on the Unity asset store, providing developers with a way to create interactive music scores that adapt automatically to gameplay.
Console/PC, Indie, Audio, Design

Blog: Teaching players, respectfully 6
by Gamasutra Community [01.02.15]
"Make the player learn by doing, and the experience will be more rewarding for them; they’ll feel like they actually accomplished something. Players are smart!"
Indie, Design

Best of 2014: How Guns of Icarus Online harnessed the power of YouTubers and community 40
by Gamasutra Community [01.02.15]
"During the 2.5 weeks worth of events and videos, players bought and activated about 175K copies (including copies in the 4-packs) that totaled over $500K in sales."
Console/PC, Indie, Business/Marketing

Blog: 3 things that worked for our development process 3
by Gamasutra Community [01.02.15]
"Our development process has been evolving every month and we have been learning very much during this time, mostly learning it the hard way."
Console/PC, Indie