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Updates » Indie
Why we went for a sequel, even if the original was not a hit 4
by Gamasutra Community [03.30.16]
"Our findings confirm that there is enough players for high-quality card-battler games that f2p business model for our game would make sense. CCG space is not (yet) filled up with games that sound and taste similar to each other."
Smartphone/Tablet, Indie, Production, Business/Marketing

The road to SXSW: How we showed our game, and what we learned  
by Gamasutra Community [03.30.16]
"All in all, SXSW Gaming 2016 was a positive experience for me. I showed Breaker Blocks to tons of new people, I got to talk to some people who actually already knew who I was, and I made new friends in the development community."
Indie, Business/Marketing

Entity interpolation in Unity 5 networking 1
by Gamasutra Community [03.30.16]
"We will talk about entity interpolation in general, then we will take our single existing script and break it into smaller scripts. This would hopefully prevent our code from turning into an unreadable and unmaintainable mess."
Console/PC, Smartphone/Tablet, Indie, Programming

Blog: Why ditching mobile for PC may have saved our game 2
by Gamasutra Community [03.30.16]
"The difference in responses from mobile and PC publishers was pretty stark. Nearly every publisher in the PC space we wrote to, wrote back. Some said no, some said maybe, some said yes; but they all wrote back."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

How The Church in the Darkness turns real events into a dynamic story 3
by Bryant Francis [03.30.16]
We found out how Richard Rouse III's The Church in the Darkness uses a chapter from history--1970s cult communities--and a little randomness to drive a dynamic narrative.
Indie, Design, Production, Video

American McGee's Spicy Horse studio downsizes in pivot away from F2P  
by Christian Nutt [03.29.16]
The independent Shanghai-based studio has shrunk down to a core team, though its iconoclastic founder promises new projects are in the works.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

The trials and technical triumphs of Obra Dinn  
by Christian Nutt [03.29.16]
Lucas Pope shares the details behind why it's taken him 1.5 years to get his latest demo near his original vertical slice -- and shares technical solutions to making his game work in Unity.
Console/PC, Indie, Programming, Art

How I got a game on Steam without anyone from Valve ever looking at it 16
by Gamasutra Community [03.29.16]
"If you were on the Steam homepage on Sunday night, you might have noticed a somewhat interesting new title available: Watch paint dry. This game was never on Greenlight. This is no more than a prank."
Console/PC, Indie, Business/Marketing

Moving from NGUI to Unity UI 6
by Gamasutra Community [03.29.16]
"In this post, I am not going to get into the discussion of which is better from a visual or performance standpoint. Both systems have their pros and cons, but Unity UI has the distinct advantage of being free."
Console/PC, Smartphone/Tablet, Indie, Programming

The challenges of localizing a typing game 3
by Gamasutra Community [03.29.16]
"You get to type a lot of words, in fun, varied ways, so we end up with a lot of text content. We don’t just use random words. That makes the translation work crucial for the experience of the non-english speaking players."
Console/PC, Indie, Production, Business/Marketing

From interactive fiction to quitting PlayStation: GDC podcast in review  
by Kris Graft [03.28.16]
During GDC 2016 earlier this month, Gamasutra and video game radio show One Life Left teamed up for the official GDC podcast. We had dozens of guests, some of whom we’ll be highlighting all week.
Indie, Design, Business/Marketing, GDC

Study combs through 155 Gamasutra postmortems for what went right and wrong 2
by Christian Nutt [03.28.16]
A scholarly review of 155 Gamasutra postmortems -- produced by academics from the Rochester Institute of Technology in conjunction with Microsoft Research -- gets to the heart of game development.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Blog: The pros and cons of procedural generation 6
by Gamasutra Community [03.28.16]
"This type of analysis is a good way for you to understand when you should use it and it varies depending on what you want to do. The root cause for some of these arguments in favor or against might be the same."
Indie, Programming, Design, Production

Here's how the Rift deals with games sold outside the Oculus Store 3
by Christian Nutt [03.28.16]
If you think that it makes sense that users can't easily run games bought outside of Oculus' marketplace, then you'll like this policy. Otherwise... you may join devs like Epic founder Tim Sweeney, who criticized the move.
VR, Console/PC, Indie, Business/Marketing

The role of animations in action game hit effects 2
by Gamasutra Community [03.28.16]
"Players should receive a suitable feedback based on what they do. When hitting or being hit, player should feel the impact. Several techniques can be considered here to show the impact of the hits."
Console/PC, Smartphone/Tablet, Indie, Art

The perks and challenges of marketing a VR game (that is also a non-VR game)  
by Gamasutra Community [03.28.16]
"VR is in its very early days and that presents serious marketing challenges today, as well as some nice unique benefits."
VR, Console/PC, Indie, Business/Marketing

SOMA, 6 months later: Audience reactions, and sales data  
by Gamasutra Community [03.28.16]
Frictional Games' Thomas Grip: "In all, we couldn't really have hoped for a better response. People report still thinking about the game months afterwards, and that it's made them think deeply about subjects they haven't considered before."
Console/PC, Indie, Business/Marketing

Using familiar objects to enhance 'the raw accessibility' of games  
by Christian Nutt [03.25.16]
"I'm more concerned with the raw accessibility of a game. And I want to make brand new games for the widest possible audience. ... What they're familiar with is the stuff that we have culturally: soccer balls, billiards, playing cards, dice."
Console/PC, Smartphone/Tablet, Indie, Design

Don't Miss: How Dark Souls' multiplayer mechanics invaded other words 18
by Alex Wawro [03.25.16]
What is it about player invasions in Dark Souls that's so compelling? In this classic feature, we chats with devs to explore why the mechanic is exciting, and how they put their own spin on it.
Console/PC, Social/Online, Indie, Design

The importance of conversation and player stories in Moon Hunters 2
by Joel Couture [03.25.16]
"Most heroes' and villains' interpersonal skills are at the core of their identity and legends because they're what drive how we act, and why we act."
Indie, Design, Video