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July 28, 2015
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July 28, 2015
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Updates » Indie
Adventures in black and white: Developing and showing off Missing Translation 3
by Gamasutra Community [07.06.15]
Missing Translation was developed by a small global team and has had some success in local events. Here's the story of a small, dedicated development team collaboration, and how it's done.
Console/PC, Indie, Production, Business/Marketing

Next-gen cel shading in Unity 5 12
by Gamasutra Community [07.06.15]
"With the arrival of Unity 5, itís never been so easy to get high quality visuals in our game. In a small amount of time we Ďhackedí the new Unity Deferred pipeline to completely change our visual style."
Console/PC, Smartphone/Tablet, Indie, Programming, Art

Examining organic tutorials 2
by Gamasutra Community [07.03.15]
"What makes organic tutorial design work so well is that the player is learning how these mechanics work via situations and challenges that the game is built around."
Console/PC, Indie, Design

Making design tools in Unity: Creating WorldShape  
by Gamasutra Community [07.03.15]
"How does our WorldShape tool actually work? How might you create your own similar tools? I wonít be able to explain every aspect of Unity, obviously, but Iíll try to point you in the right direction."
Console/PC, Indie, Programming, Design

Mod Mentality: How Tabletop Simulator was made to be broken Exclusive 3
by Alex Wawro [07.03.15]
Indie devs (and former modders) Jason Henry and Kimiko chat with Gamasutra about why they developed an "online tabletop sandbox" game aimed explicitly at modders, and what they learned along the way.
Console/PC, Indie, Design, Production, Business/Marketing, Exclusive

'Indiependence Day' promotion shines light on dev struggles 3
by Christian Nutt [07.02.15]
Indie dev consultant Dan Adelman has launched a campaign to help indies sell more games over the U.S. upcoming holiday weekend -- at full price.
Console/PC, Indie, Business/Marketing

From cave painting to CryEngine: How game art developed 7
by Gamasutra Community [07.02.15]
Charting the evolution of in-game art and comparing it to the evolution of fine art: Going from primitive to polished, with deliberate discursions into the abstract.
Console/PC, Smartphone/Tablet, Indie, Art

Turning Snake into something more: How Snakebird evolved 1
by Gamasutra Community [07.02.15]
A walk through the art-style evolution and production of Snakebird, a charming game that sprung from the simple classic Snake to become something more.
Console/PC, Indie, Art, Production

Video: How Other Ocean made #IDARB (and you can too!)  
by Staff [07.02.15]
As part of the GDC 2015 Game Career Seminar's 'Micromortems' session, Other Ocean's Mike Mika and Frank Cifaldi playfully break down the design process of their hit multiplayer game #IDARB.
Console/PC, Indie, Programming, Art, Design, Production, Video, Vault

Don't Miss: 20 fun facts about hex grids 28
by Gamasutra Community [07.02.15]
In this light-herated, timeless post, a studio shares twenty "of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Design

Creating a crisp, engaging trailer for a pixel art game: How I did it 4
by Gamasutra Community [07.02.15]
And how you do it: "In all it took 135 hours (!) to complete the trailer. I think it was well worth it. Producing a mediocre trailer to cap two years of development would be very disappointing to say the least!"
Console/PC, Indie, Art, Business/Marketing

Survey: Devs remain unsatisfied with European game dev tax breaks 2
by Staff [07.02.15]
Trends in developer opinion come to light as GDC Europe officials share data on how GDC Europe State of the Industry Survey respondents feel about tax incentives for game development in Europe.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing, GDC, GDC Europe

Blog: Early success considered harmful 1
by Gamasutra Community [07.02.15]
"Unfortunately, the first game I designed was a success. It was a product of serendipity. I hadnít planned on being a game designer."
Indie, Design, Production, Business/Marketing

Designing You Must Build A Boat amid the rising tide of game releases Exclusive 2
by Alex Wawro [07.02.15]
Indie dev Luca Redwood opens up about his experience trying to follow up his hit mobile game 10000000 with You Must Build A Boat amid a rising tide of game releases that make discoverability tough.
Smartphone/Tablet, Indie, Art, Design, Production, Business/Marketing, Exclusive

Blog: Her Story is not your story 17
by Gamasutra Community [07.02.15]
"Her Story is not your story. Piecing it together is your experience and how it shapes in your mind is unique to you, but that doesnít make it your story."
Console/PC, Smartphone/Tablet, Indie

Report: Attending the International Roguelike Developers Conference 1
by Gamasutra Community [07.01.15]
John Harris returns with a special version of his @Play series: A report from the International Roguelike Developers Conference, where talks were given on the state of the beloved genre.
Console/PC, Smartphone/Tablet, Indie, Design

Sponsored: Creating a simple puzzle game in Unity  
by Dimitris-Ilias Gkanatsios, Tech Evangelist, Microsoft Greece [07.01.15]
Microsoft brings you a tutorial on how to make a simple puzzle game in Unity. Check out the in-depth walkthrough, which includes plenty of code.
Indie, Programming, Sponsored Article, Microsoft Sponsored

Games affecting people 10
by Gamasutra Community [07.01.15]
Raph Koster that despite arguments to the contrary, we must accept -- we do accept -- that games have an effect on people, and we must also be conscious of that power.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

GDC Europe State of the Industry: Devs moving from mobile to PC 1
by Staff [07.01.15]
GDC Europe 2015 officials have released the results of the third annual European State of the Industry Survey, which offers insight into which platforms are most appealing, the perceived value of crowdfunding and what VR means for the industry at large.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC, GDC Europe

Surrendering control and trusting in players with Her Story Exclusive 2
by Phill Cameron [07.01.15]
For Her Story developer Sam Barlow, surrendering his story to players was a mental hurdle he had to overcome as a writer. But it seems to have paid off.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Exclusive, Video