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April 17, 2014
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Updates » Indie
Seth Killian departs Sony Santa Monica to 'do his own thing'  
by Alex Wawro [03.25.14]
Former Capcom community manager and fighting gamesman Seth Killian announced today that he has left his position as lead game designer at Sony Santa Monica to pursue other opportunities.
Console/PC, Indie, Business/Marketing

This Week in Video Game Criticism: The oranges of Peter Molyneux  
by Eric Swain [03.25.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Eric Swain on topics including responses to the Critical Proximity conference and an enlightening interview with Peter Molyneux.
Console/PC, Indie, Design, Business/Marketing

Blog: Indie reality check 6
by Gamasutra Community [03.25.14]
"After observing and participating in the indie games market for some time, I've formulated a few strategies for indie developers to succeed."
Indie, Business/Marketing

Blog: The limitations you can run into developing cross-platform HTML5 games 7
by Gamasutra Community [03.25.14]
"Before we start to create a cross-platform game, we need to think about the limitations that we will have on each of the devices we are targeting."
Social/Online, Smartphone/Tablet, Indie, Programming

Peter Molyneux and the 'life raft' of independent game development Exclusive 4
by Christian Nutt [03.25.14]
The famed talker and veteran designer is unusually circumspect heading into the launch of Godus, the first game he Kickstarted. Gamasutra finds out why in this new interview.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Exclusive, Video

Double Fine publishes Magical Time Bean's Escape Goat 2 3
by Christian Nutt [03.24.14]
Independent studio releases its first externally-developed game -- which was completed on its premises as part of a game jam -- as part of new publishing initiative.
Console/PC, Indie, Business/Marketing

Disney acquires YouTube network Maker Studios 8
by Christian Nutt [03.24.14]
The media conglomerate spends $500 million on the LA-area YouTube network, which notably distributes video from popular game video names PewDiePie, Game Grumps, and TotalBiscuit.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Blog: We had a good 10 years, but the walls are closing in 41
by Gamasutra Community [03.24.14]
"The coming years are going to be harsh. There will be a winnowing of developers unseen since the Atari crash. There will be less and less innovation. Ten years from now, we're going to need another revolution."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Apple markets indie developers via App Store Indie Game Showcase 3
by Alex Wawro [03.24.14]
Last week Apple added an Indie Games Showcase to the its App Store in an attempt to more prominently highlight -- and sell -- the work of independent game developers.
Smartphone/Tablet, Indie, Business/Marketing

Blog: Why you shouldn't send a DMCA takedown letter (and a free sample letter in case you do) 3
by Gamasutra Community [03.24.14]
Attorney Zachary Strebeck gives three reasons you shouldn't file a takedown notice if you find content infringing your game online -- but guides you in the case that you decide to.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

GDC hits attendance record, 2015 dates announced 3
by GDC Staff [03.24.14]
Game Developers Conference has set a record for event attendance, with more than 24,000 industry professionals at last week's conference in San Francisco's Moscone Center.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

Northernlion discusses getting your game covered by YouTubers 3
by Mike Rose [03.21.14]
Ryan Letourneau, a prominent YouTuber with over 280,000 subscribers, explained to a GDC audience how exactly you can best go about getting your game covered by the YouTube crowd.
Console/PC, Indie, Business/Marketing, GDC

Escaping the indie shame spiral 17
by Gamasutra Community [03.21.14]
"Despair over lack of progress drained my motivation. Flagging motivation resulted in even less momentum on my game. Creating more despair. Draining more motivation."
Indie, Production

'Nobody wants your cock,' and other highlights from the Rant Apocalypse 19
by Kris Graft [03.20.14]
For the 10th year running, GDC hosted its annual rant session, where people who are involved with video games publicly air their grievances.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, GDC

Behind the sales numbers of mobile hit Badland  
by Brandon Sheffield [03.20.14]
One of the developers behind Badland developer Frogmind provides some insight on what worked and what didn't in terms of sales for their popular mobile game.
Smartphone/Tablet, Indie, Business/Marketing, GDC

The early days of Lucasfilm Games, as told by those who lived it 4
by Alex Wawro [03.20.14]
Lucasfilm Games alumni Noah Falstein, Ron Gilbert, Chip Morningstar, David Fox, Peter Langston, and Steve Arnold shared tales of the studio's formation during the inaugural GDC studio postmortem.
Console/PC, Indie, Design, Business/Marketing, GDC

Blog: Indie publishing on Xbox One 6
by Gamasutra Community [03.20.14]
What does it take to get your indie game onto Xbox One? Robert Fearon has a chat with Chris Charla, head of the company's indie dev program ID@Xbox, to find out exactly where things sit.
Console/PC, Indie, Business/Marketing

Practical advice about queer characters in games 9
by Leigh Alexander [03.20.14]
Writers and developers tackle some of the most practical questions game developers have about how to address inclusivity in games, from worries about tokenism to the importance of the challenge.
Console/PC, Social/Online, Indie, Serious, Programming, Art, Design, Production, GDC

What makes Gone Home a game? 39
by Brandon Sheffield [03.20.14]
There has been a lot of (very silly) debate about whether Gone Home is a "real" game. While the "yes, it definitely is," camp has almost certainly won that particular argument, at a GDC session, Steve Gaynor expanded upon this a bit.
Console/PC, Indie, Design, GDC

Pump up the Volume: A candid chat with Mike Bithell Exclusive 1
by Mike Rose [03.20.14]
Volume dev Mike Bithell discusses how if he were launching Thomas Was Alone now, it'd be a whole different ballgame.
Console/PC, Indie, Business/Marketing, Exclusive, GDC