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April 27, 2015
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April 27, 2015
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Updates » Indie
Get a job: Be a Software Engineer for Shield Break Studios  
by Staff [03.30.15]
California's Costa Mesa-based indie outfit Shield Break Studios is looking for an engineer skilled in C++ to help with server development of their inaugural game Bierzerkers.
Indie, Programming, Recruitment

New Twine game simulates life as a AAA game writer 4
by Alex Wawro [03.30.15]
Developer Matthew S. Burns has written a Twine game about writing for big-budget games that sheds light on what it might feel like to be in the narrative hotseat during a AAA game design meeting.
Console/PC, Indie, Design

Call for Blogs: MOBAs, from design to business, and onward 5
by Christian Nutt [03.30.15]
The MOBA genre has blossomed into forms both PC and mobile, and influenced the design of other genres -- and their business models. We want to know how and why.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing

Don't Miss: The undying allure of the Metroidvania Exclusive 18
by Christian Nutt [03.30.15]
From Axiom Verge creator Tom Happ to Symphony of the Night's Koji Igarashi, Gamasutra's Christian Nutt speaks to a swath of developers about the timeless appeal of the "Metroidvania" genre.
Console/PC, Indie, Design, Exclusive

Sunless Sea sales and funding data: From Early Access to final release 1
by Gamasutra Community [03.30.15]
Rich data on the indie game: "On 1st July, we launched on Steam. Across all channels – our website, Steam and the Humble Store – we sold 28,423 copies in July. Of those, 72% were in the first week."
Console/PC, Indie, Business/Marketing

Recreating inFamous: Second Son's neon run-effect in Unity 10
by Gamasutra Community [03.30.15]
"I was stunned by the effects the Sucker Punch team made in inFamous: Second Son. I wanted to mimic the particle effect from neon run power in Unity3D but to be scalable also for mobiles."
Console/PC, Smartphone/Tablet, Indie, Programming

Games, stories, and words: Can we bridge the divide in our debate? 7
by Gamasutra Community [03.30.15]
"Everyone seems to have an opinion with regards to the complicated relationship between stories and games. People fight about it often, and they’ve been fighting about it for a long time."
Console/PC, Indie, Design

How to create immersive game intros 5
by Gamasutra Community [03.30.15]
"There are two critical parts of any creation that leave a trail in the viewer’s mind: the introduction and the conclusion. In the case of a game, the first impression is even more important."
Console/PC, Indie, Art

The History of Captain Forever Exclusive 10
by Farbs [03.30.15]
Veteran indie games developer Farbs details the checkered history of his Captain Forever series of games.
Console/PC, Indie, Programming, Design, Production, Exclusive

One Life Left vs. Gamasutra GDC Podcast #4: Who in the world is 'Richard Lemarchand'?  
by Staff [03.27.15]
Relive GDC 2015 through the magic of podcasting! Special guests include IGDA's Kate Edwards, Harmonix creative director Matt Boch, and an impromptu appearance by a man named Richard Lemarchand.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Podcast, GDC

10 can't-miss video postmortems from the GDC Vault  
by Alex Wawro [03.27.15]
From Steamworld Dig to Shenmue, this collection of video postmortems covers a variety of games. What they have in common is that they're free to watch, and can't-miss viewing.
Console/PC, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Vault

Don't Miss: Boss battle design and structure 27
by Mike Stout [03.27.15]
Designer Mike Stout breaks down the boss battle into eight different beats, and runs two notable ones -- Ocarina of Time's Ganon and Portal's GladOS -- through a thorough design analysis.
Console/PC, Indie, Design

How analytics and ads can work together in your game  
by Gamasutra Community [03.27.15]
"With data-driven models, you can see exactly what source is bringing consumers in, which source they’re passing over, which source finally drives them to buy."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

Soon you'll be able to sign up for Valve's Vive VR dev kit 1
by Christian Nutt [03.27.15]
Company spokesman Doug Lombardi says that Valve plans to launch a sign-up site for free (and likely extremely limited) dev kits next as early as week.
Console/PC, Indie, Business/Marketing, VR

How to implement in-game player feedback forms 1
by Gamasutra Community [03.27.15]
"As developers we need to make it as frictionless as possible for players to communicate feedback to us - otherwise most won't bother. This is the beauty of this system."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Running an indie studio: Biz lessons, one year in 2
by Gamasutra Community [03.27.15]
A year in to running SassyBot Studio, Elwin Verploegen shares tips on running a business -- from the initial founding agreements to accounting and planning development.
Indie, Business/Marketing

GDC Europe 2015 call for papers ends soon!  
by Staff [03.27.15]
Game makers, take note: The call for submissions to present lectures and panel sessions at the 2015 Game Developers Conference Europe closes Monday, March 30.
Console/PC, Social/Online, Smartphone/Tablet, Indie, GDC, GDC Europe

5 awesome hacks for exhibiting your indie game at PAX or GDC 2
by Gamasutra Community [03.27.15]
"With a limited budget, it’s critical to be as efficient as possible, and small edges really add up. These tricks likely made hundreds of real dollars of difference in the effectiveness of our booth."
Indie, Business/Marketing

How we, as devs, can engage and contribute to our local community 3
by Gamasutra Community [03.26.15]
"Community engagement is something we’ve always been involved with since the get-go. It’s a side activity for us, but nevertheless important, and about high time we put together a summary of our activities."
Indie, Business/Marketing

Don't Miss: Successful principles of an indie game bottom feeder 46
by Jeff Vogel [03.26.15]
Going indie? Find an underserved niche audience, "accept what you can't change, be as awesome as you can, charge what you're worth, and stand proud," writes Spiderweb Software's Jeff Vogel.
Console/PC, Indie, Design, Production, Business/Marketing