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February 27, 2015
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February 27, 2015
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Updates » Indie
Video: How you should harness your players as a QA resource  
by Staff [02.11.15]
Crowdsourcing researcher Jedrzej Czarnota details some advanced QA approaches as part of the GDC 2014 QA Summit, and offered developers practical advice on how and why to implement them.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video, Vault

Loopy design encourages players to keep playing 7
by Gamasutra Community [02.11.15]
How games like The Legend of Zelda and Divinity: Original Sin encourage players to keep on exploring their worlds: "In short, a dead end says 'Stop!' while a loop says, 'Go!'"
Console/PC, Indie, Design

Road to the IGF: Game Oven's Bounden Exclusive  
by Leigh Alexander [02.11.15]
Though Game Oven is no more, its unique, physical dance game Bounden is up for the Nuovo category at this year's IGF -- we catch up with Adrian de Jongh as part of our ongoing interview series.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, Video, Vault, IGF

Make time to attend the standout #1ReasonToBe panel at GDC 2015  
by Staff [02.11.15]
GDC 2015 officials welcome the return of one of the conferenceís most popular sessions: the #1ReasonToBe panel, a rapid, fun microtalk-style celebration and exploration of what it means to be a woman in games.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

How to cut food from your indie game budget: A Soylent experiment 26
by Gamasutra Community [02.11.15]
Hyped in the tech community, Soylent is a meal replacement shake that's cost-efficient -- and in this post, San Francisco indie dev Dylan Jones writes up his experiences of experimenting with it for two weeks.
Indie, Production

How do you choose the consoles you release on? A publisher's advice  
by Gamasutra Community [02.11.15]
"The decision to release on a certain console is something you should only make after you reach out to every major platform holder and get them to take a look at your game." This, and much more advice, inside.
Console/PC, Indie, Production, Business/Marketing

Valve: Stop promising Steam keys for Greenlight votes 4
by Christian Nutt [02.10.15]
In a new announcement posted to the Greenlight Developer's Group, Valve has asked developers to stop promising players keys once games get Greenlit.
Console/PC, Indie, Business/Marketing

Peter Molyneux in the hotseat over Godus promises 23
by Christian Nutt [02.10.15]
The storied, award-winning designer and former Microsoft executive is finding that working for Kickstarter backers and Early Access fans presents challenges he never anticipated.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing, Video

Road to the IGF: Tender Claws' PRY Exclusive  
by Leigh Alexander [02.10.15]
Fans of interactive fiction have lots to be excited about with this year's IGF. We catch up with Tender Claws, creators of Excellence in Narrative nominee PRY, a storytelling game with a unique interface.
Smartphone/Tablet, Indie, Programming, Art, Design, Exclusive, IGF

Sponsored: 5 Ways to Deliver a Great Game Experience
by Staff [02.10.15]
How do you keep players playing (and paying) over the long term? Join Limelight Networks as it presents results of its first annual Consumer Gaming Trends survey report in an upcoming webinar.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing, Sponsored Article

Why having 'something to lose' helps you create better games Exclusive 16
by Leigh Alexander [02.10.15]
At a recent festival in Belgium, Adriaan de Jongh talked about the recent closure of his studio -- and how a stable, comfortable environment for dev teams may actually inhibit risky, experimental work.
Console/PC, Smartphone/Tablet, Indie, Programming, Design, Production, Exclusive

Road to the IGF: Simogo's The Sailor's Dream Exclusive  
by Leigh Alexander [02.10.15]
It's Simogo's fourth year in the IGF awards, and this time we talk to the company's Simon Flesser about lonesome maritime mystery -- and Excellence in Audio nominee -- The Sailor's Dream.
Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Exclusive, IGF

Road to the IGF: Get to know the finalists (and their games)!  
by Staff [02.10.15]
Our annual series of Road to the IGF Q&As introduces you to the finalists of the Independent Games Festival and their games, from Justin Smith's Desert Golfing to Vectorpark's Metamorphabet.
Indie, GDC, IGF

World Zombination studio nets $6M from Oculus and Riot investors  
by Phill Cameron [02.10.15]
Massachusetts-based mobile studio Proletariat Inc. has secured $6 million in funding from Oculus investor Spark Capital, Riot Games investor FirstMark, Atlas Ventures and other funding partners.
Console/PC, Indie, Business/Marketing

Thinking big, while staying small 1
by Gamasutra Community [02.10.15]
"You donít need to be a huge company to add branding to your games. All you need is a clear logo, and 5 minutes to paste it, yet so many small team developers are not doing it. Why not?"
Console/PC, Indie, Business/Marketing

How Portal 2 inspired our custom-made 3D level editor 4
by Gamasutra Community [02.10.15]
Taking inspiration from Portal 2, these devs created a powerful but simple-to-use level editor that still allows for the flexibility they need. Find out how.
Console/PC, Indie, Design, Production

Blog: The homogenization of the game industry 18
by Gamasutra Community [02.10.15]
"The direction we are heading would mean every game would be a multiplayer FPS where you need to build your machine gun out of tree and rock parts while being chased by zombies / robots / pirates / ninjas / bad guys."
Console/PC, Indie, Business/Marketing

See the future of game developer education at GDC 2015  
by Staff [02.10.15]
GDC officials highlight a handful of cutting-edge GDC 2015 talks from industry experts that directly challenge popular assumptions about what game education should be.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design, GDC

Trying out Twine 2 2
by Gamasutra Community [02.10.15]
"This I think is Twine 2's greatest feature -- comfort. Being able to curl up on the sofa and just have ideas whilst you type. Being able to pull your Twine out of your bag and make adjustments when you think of something new."
Console/PC, Indie, Design

'I do and I understand': Turning your ideas into games 12
by Gamasutra Community [02.10.15]
"You don't learn how to ride a bike from a lecture. You get on that bike, fall down, and learn from your mistakes. You don't learn how to talk to people from a textbook. You make games."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design