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May 25, 2015
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May 25, 2015
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Updates » Indie
Realtime deformable worlds: Why tetrahedra rule, voxels drool 3
by Gamasutra Community [04.28.15]
"The only regret I have is that I didn't know all this three years ago. It took a long time to look at approaches and figure out what the game needs."
Console/PC, Indie, Programming, Art

Tips for making music for kids' games 2
by Gamasutra Community [04.28.15]
"Often, the type of game youíre creating is the deciding factor. Have discussions with the leads about your opinions, and always keep your target audience, and target paying audience in mind."
Console/PC, Smartphone/Tablet, Indie, Serious, Audio

How to attribute royalty-free content in your game 2
by Gamasutra Community [04.28.15]
Attorney Zachary Strebeck: "Read the terms and conditions that apply to the particular license youíre purchasing. The best way to stay out of legal trouble is to follow the directions."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

The magic of TowerFall: Depth, simplicity, community 3
by Christian Nutt [04.28.15]
TowerFall dev Matt Thorson talks about his approach to game design -- how to make a game intuitive yet communicate the depth of its design to players, so they learn it naturally.
Console/PC, Indie, Design, Production

Get a job: Twisted Pixel seeks an experienced Systems Engineer  
by Staff [04.27.15]
'Splosion Man creator Twisted Pixel Games is aiming to bring on a senior (or at least mid-level) engineer to work on developing game dev tools and systems at its studio in Austin, Texas.
Console/PC, Indie, Programming, Recruitment

Square Enix's key to crowdfunding: Focus on your core audience  
by Brandon Sheffield [04.27.15]
Wave after wave of Kickstarter announcements has exhausted the press, says Square Enix Collective lead Phil Elliott, so don't PR blast your next campaign -- focus on your fans and influencers instead.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

How to tune a simulation game 6
by Gamasutra Community [04.27.15]
"The 'brute force' approach would be to just make up some tuning values, and play the game a bunch of times and tweak. So we turned to the game designer's best friend: Microsoft Excel."
Console/PC, Smartphone/Tablet, Indie, Design

This Week in Video Game Criticism: From the storytelling of Bloodborne to the mechanics of Tarot  
by Riley MacLeod [04.27.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Riley MacLeod on topics ranging from the storytelling of Bloodborne to the closure mechanics of Tarot.
Console/PC, Indie, Design

How-to: Beautiful abstract graphics, really quick 3
by Gamasutra Community [04.27.15]
"A lot of praises has been made about the graphics in our Ludum Dare game Star Driller Ultra. How did we make such beautiful graphics in a short amount of time? Itís a lot easier than you think."
Console/PC, Indie, Art

Are players less skilled than they were 20 years ago? 31
by Gamasutra Community [04.27.15]
Data on player death in an indie game: "We have learned that PC gamers play far better than smartphone casual gamers. Not only that, casual gamers are terrible players!"
Console/PC, Smartphone/Tablet, Indie, Design

You can get U.S. government grant money for your educational game 1
by Christian Nutt [04.24.15]
ďEight years ago, our programís portfolio didnít include a single educational-themed game or project. Today, about half of those projects are educational games.Ē
Console/PC, Smartphone/Tablet, Indie, Serious, Business/Marketing

Video: VR game design for indies  
by Staff [04.24.15]
As part of the GDC 2015 Independent Games Summit, a panel of indie developers with VR development experience try and shed some light on the idiosyncracies of making VR games.
Indie, Design, Video, Vault

In defense of Valve's new Steam Workshop storefronts 64
by Gamasutra Community [04.24.15]
"Iím currently working on a mod right now. I plan to release my mod for free once itís done. But as a creator, itís also nice to know that there may be an option to make some income off of future projects."
Console/PC, Indie, Business/Marketing

Lasting connections: Enduring games, enduring relationships  
by Gamasutra Community [04.24.15]
"The game wants you to connect with the players around the table. That's why we gather for board games, right? These connections don't define us, but they are the finite moments of life."
Indie, Art, Design, History

We're not even sure how we got through Steam Greenlight 5
by Gamasutra Community [04.24.15]
"So: we were most likely not anywhere close to the top 100 during a periodic batch. How, then, did we get Greenlit? We have a few possible theories."
Console/PC, Indie, Business/Marketing

Peter Molyneux: Talking to the press too early can be your undoing 7
by Brandon Sheffield [04.24.15]
Peter Molyneux, discussing his techniques for iterative development at Reboot Develop, says that talking to the press about your current idea of what your game will be can be a mistake.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

The Unity task system: An AI controller 2
by Gamasutra Community [04.23.15]
"I am going to share the system I use to control the AI of the characters in my current game. Once you grok the idea you can much more easily tweak it to your needs."
Console/PC, Smartphone/Tablet, Indie, Programming

Don't Miss: The postmortem of Never Alone's cross-cultural design Exclusive 1
by Grant Roberts [04.23.15]
Lead designer Grant Roberts offers a very thorough breakdown of what went right (and wrong) with the development of E-Line Media/Upper One Games' puzzle game about Alaska Native culture: Never Alone.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Now that I run my studio, I understand the 'insanity' of my old bosses 3
by Gamasutra Community [04.23.15]
"Now that Iím a CEO and a business owner, the tables, of course, are turned. What I realize now is that business is not the smoothly running ship that we idealize it to be."
Console/PC, Indie, Production, Business/Marketing

Learn from The Talos Principle and RuneScape devs at GDC Europe  
by Staff [04.23.15]
Croteam's Alen Ladavac and Jagex's RuneScape VP Phil Mansell join the lineup of speakers exploring the art and business of games at GDC Europe 2015 this August in Cologne.
Console/PC, Indie, Production, Business/Marketing, GDC Europe