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June 30, 2015
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June 30, 2015
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Updates » Indie
Consumers need Steam refunds, but devs do need protection, too 18
by Gamasutra Community [06.04.15]
Indie dev Robert Fearon on Steam's new refund system: "Whilst refunds were difficult or felt impossible to obtain we’ve been spending the past few years increasing the levels of risk that we expect the buyer to take."
Console/PC, Indie, Business/Marketing

An industry lifecycle 10
by Gamasutra Community [06.04.15]
Raph Koster on how platforms arise and are defined: New platforms are "distinguishing characteristic is that it is worse at the old sorts of games than the existing platforms, but better at something new."
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing

Speaking the common language of players 3
by Gamasutra Community [06.04.15]
Keith Burgun explains why -- despite hard-core fans and great reviews -- he feels that he must add a single-player quest mode to Auro to attract players.
Console/PC, Smartphone/Tablet, Indie, Design

Jamming with teachers: A schoolhouse game jam 1
by Gamasutra Community [06.04.15]
"Have a teacher on each jam team with an actual classroom problem they are trying to tackle, come up with a game solution for said problem, and have the teacher present on the jam team the whole time."
Indie, Production

VR-focused Reload Studios reaps $2M investment to go beyond games  
by Alex Wawro [06.03.15]
L.A.-based Reload Studios has picked up $2 million from the World Innovation Lab investment firm to fund continuing development of its 3 extant VR projects and expand the studio's remit beyond games.
Indie, Business/Marketing


Setting up a small gaming event in your hometown 4
by Gamasutra Community [06.03.15]
"Last March, we decided to launch an indie gaming event in our hometown of Montreal along with the help of our friends and some very kind volunteers." Here's how they did it.
Indie, Business/Marketing

Steam now offering refunds 31
by Christian Nutt [06.02.15]
"You can request a refund for nearly any purchase on Steam -- for any reason," the popular service says, as of today. Details inside.
Console/PC, Indie, Business/Marketing

I got through Steam Greenlight, but I'm not sure how 4
by Gamasutra Community [06.02.15]
"I've devoured Greenlight tutorials and tried to follow their instructions. The result? My game took just under 100 days to pass through Greenlight, and I have no idea how this was achieved."
Console/PC, Indie, Business/Marketing

The making of Flight of the Amazon Queen, a 20th anniversary retrospective 10
by Gamasutra Community [06.02.15]
A detailed look back at the development 1995 adventure hit from one of its lead creators -- a retro postmortem of an independently created PC hit, with details on every aspect of its creation.
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing

How I crowdsourced a game from kids, at a local event 4
by Gamasutra Community [06.02.15]
"I thought to myself: What’s the target demo for the event? Well, it's MLK weekend, school's out, so its safe to assume lots of kids. So I then grabbed two boxes of paper, pencil, and crayons, and got to work."
Smartphone/Tablet, Indie, Art, Production

Adobe acquires Mixamo, with plans to integrate its tech into Photoshop 3
by Christian Nutt [06.01.15]
The biggest name in 2D art creation software goes 3D, with the acquisition -- and planned integration -- of a popular upstart. Services remain online during the transition.
Console/PC, Smartphone/Tablet, Indie, Art, Business/Marketing

Video: How Unity and tools like it can stifle your creativity 6
by Staff [06.01.15]
Developer Cliff "Cliffski" Harris takes to the Indie Soapbox at GDC 2015 to deliver a tongue-in-cheek tirade about how Unity and tools like it keep developers from achieving their peak potential.
Indie, Production, Video, Vault

The challenges of making games about social issues  
by Gamasutra Community [06.01.15]
"You have to make something that is fun to play but also touches the player's heart. The most important points here are contrast and variation."
Console/PC, Smartphone/Tablet, Indie, Design

Prettygreat nets $500k investment from Crossy Road co-creators  
by Alex Wawro [06.01.15]
Hipster Whale co-founders Andrew Sum and Matt Hall have agreed to back Prettygreat, the Brisbane-based indie studio founded by former Halfbrick folks earlier this year, to the tune of $500,000 AUS.
Indie, Business/Marketing

This Week in Video Game Criticism: From ethnicity in Rust to body image in the Cobra Club  
by Joe Koeller [06.01.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Joe Koeller on topics ranging from the discussion of body image in Robert Yang's NSFW Cobra Club to player reaction to Rust's recent update randomizing the race of player avatars.
Console/PC, Indie, Design

The structure of fun 2
by Gamasutra Community [06.01.15]
"Event Structure: Mastering this concept is crucial to creating a powerful player experience. Many games have collapsed due to a lack of structural integrity."
Console/PC, Indie, Design

Lessons learned from Ultimate Chicken Horse's successful Kickstarter 6
by Gamasutra Community [06.01.15]
Plenty of stats and tactics for a successful campaign -- including how to work with Reddit, and Twitter -- from developers who beat their goal by over $10,000.
Console/PC, Indie, Business/Marketing

Game Design Deep Dive: Alarm systems in Klei's Invisible, Inc. Exclusive 4
by James Lantz [06.01.15]
Technical designer James Lantz breaks down Klei's iterative approach to designing the alarm systems in Invisible, Inc. so they consistently create a tense, high-pressure environment.
Console/PC, Indie, Design, Exclusive, Deep Dive

Four-step puzzle design 17
by Gamasutra Community [05.29.15]
"Good puzzle design gives a player that moment of epiphany, where suddenly all is clear, and the following satisfaction when your put your solution in place, and it works!" How do you achieve it? Here's a guide.
Console/PC, Indie, Design