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December 20, 2014
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December 20, 2014
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Updates » Indie
Analyzing and interpreting feedback from your community 5
by Gamasutra Community [11.19.14]
"Monument Valley is currently being discussed as a cautionary example of the dangers of charging for paid content updates on mobile. Bad reviews are bad... right?"
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Inventory.GetGladiator() - How modular code interacts with the world 2
by Gamasutra Community [11.19.14]
"We are trying to make the code completely modular, so all the systems exist with as few dependencies as possible. They fetch all their information from the world, process it, and then put the information back."
Console/PC, Indie, Programming

Blog: Here's an idea - Give players stupid choices 16
by Gamasutra Community [11.18.14]
"It'd be interesting to see games with 'stupid choices' where outcomes are not clear at all. I see no reason why we need to lay out everything in front of players."
Console/PC, Indie, Design

Tips for motivating your indie team 4
by Gamasutra Community [11.18.14]
From selecting your team members to tracking their work, this blog post offers useful advice for keeping an independently developed game project up and running.
Console/PC, Smartphone/Tablet, Indie, Production

Postmortem for a Kickstarter project that just made it over the line 7
by Gamasutra Community [11.18.14]
"I think the two most critical were probably the uniqueness of our game (or perception of it) and the fact that we didnít have a large enough and engaged fan base from the start."
Console/PC, Indie, Business/Marketing

Discoverability: It's not just for app stores anymore! 5
by Gamasutra Community [11.18.14]
How times are changing for PC distribution: "'We'll release on Steam and be okay' is just as bad an idea as the marketing strategy of 'Apple will feature us.'"
Console/PC, Indie, Business/Marketing

This Week in Video Game Criticism: From Bayonetta to Beyonce and from Shakespeare to Twine Games  
by Kris Ligman [11.17.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging intersections of Shakespeare and gameplay to the pop musicality of Bayonetta 2.
Console/PC, Indie, Design

Video: Solving the time travel paradox for Super Time Force  
by Staff [11.17.14]
This GDC 2014 talk offers us a first-hand look into how Capy Games' Super Time Force uses concepts from quantum mechanics to tackle the video game time paradox problem.
Console/PC, Indie, Design, Video, Vault

Blog: From never coding to making a game in Unreal Engine 4 5
by Gamasutra Community [11.17.14]
"It took me 5 months to go from ZERO to ONE! 5 Months ago I decided to dive deep into game development. Something deep down was telling me I needed to understand all facets of game development."
Smartphone/Tablet, Indie, Programming, Design, Production

Swedish accelerator aims to send indies to game dev summer camp 1
by Alex Wawro [11.17.14]
Swedish industry vets have teamed up to launch Stugan, a non-profit accelerator program that aims to host 20 developers in a cabin in the Swedish hinterlands for two months to make their games.
Indie, Business/Marketing

Add MMO support to your game in a few easy steps, the Goat Simulator way 4
by Mike Rose [11.17.14]
Goat Simulator company Coffee Stain Studios put much of the game industry to shame today, showing just how easy it is to turn your serious action game into a fully-fledged MMO.
Console/PC, Indie, Business/Marketing, Video

The key to crowdfunding success: Think about your backers 1
by Gamasutra Community [11.17.14]
How a tiny team made $60,000: "Run a good and fun campaign. Do your very best, communicate constantly, and be honest. People notice this, and it's important."
Console/PC, Indie, Business/Marketing, Crowdfunding

Embrace the apocalypse: Why competitive endgames and server resets make sense 11
by Gamasutra Community [11.17.14]
"When I was first confronted by the idea of a server-ending apocalyptic endgame, I was sad about losing all the stuff I worked so hard to build. But then I figured nothing lasts forever."
Console/PC, Social/Online, Indie, Design

'Should you charge for new content, or give it to your audience for free?' 11
by Christian Nutt [11.14.14]
This week, Monument Valley updated with paid DLC -- and a portion of its users revolted. Can you charge for content? Should you? We ask devs.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Majesco and its indie label Midnight City in serious trouble 2
by Christian Nutt [11.14.14]
Multiple sources have told Gamasutra information which suggests that the New Jersey publisher is on the ropes, and SEC filings back that up.
Console/PC, Indie, Business/Marketing

Don't Miss: Carmack's tips on functional programming 11
by John Carmack [11.14.14]
In this classic in-depth feature reprinted from #altdevblogaday, id Software cofounder and Oculus VR CTO John Carmack uses C++ to reveal the value of programming in a functional style.
Console/PC, Indie, Programming

Robotoki pays a price for abandoning F2P in favor of premium dev  
by Alex Wawro [11.14.14]
Robert Bowling's indie studio has ended its publishing deal with Nexon and laid off staff as it moves to make its formerly F2P project Human Element a premium game.
Indie, Business/Marketing

A quick guide to marketing on social networks for indies 6
by Gamasutra Community [11.14.14]
What you can do to succeed: "The strength of social media lies in interaction. Engage others, contribute to conversation. Word-of-mouth is powerful on social networks."
Indie, Business/Marketing

A guide to creating procedural terrain 4
by Gamasutra Community [11.14.14]
Code samples and techniques for creating procedural terrain -- a comprehensive guide that should get you on your way.
Console/PC, Smartphone/Tablet, Indie, Programming

Blog: In search of art with Jack King-Spooner 1
by Gamasutra Community [11.14.14]
Art-indie dev Jack King-Spooner on making games: "In terms of outcome games are more rewarding. In terms of process, painting and making music is more rewarding."
Console/PC, Indie, Art, Design