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July 1, 2015
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Updates » Indie
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

Texas slashes government incentives for video games and film  
by Christian Nutt [05.29.15]
As the two industries clash over who gets what, a lack of compromise and heightened scrutiny from politicians means that the latest subsidies are looking very lean by previous standards.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Turning a national election's results - and Twitter - into a game 2
by Gamasutra Community [05.29.15]
When you plug Twitter data from the UK's national elections into a game, what do you get? These devs experimented with turning results into realtime parliamentary fisticuffs.
Console/PC, Indie

Composing adaptive music for video games using Elias 10
by Gamasutra Community [05.29.15]
A how-to guide: "I immediately fell in love with its intuitive interface and powerful features. I was able to turn a linear composition into an adaptive score ready for a video game in less than an hour."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Audio

Exploring games from the creator's perspective  
by Gamasutra Community [05.29.15]
Tools for taking a critical eye to games: "An analysis can be broad or focused. It can take a little or a lot of time. But in any case, it should answer your questions, your needs."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

How Sunburn! became a game about dragging your pals to their deaths 2
by Bryant Francis [05.29.15]
Worst-case scenario: your spaceship is gone, your crew is scattered, and thereís no hope for rescue. Your only option: Grab your crew and fly into the sun, so at least you donít die alone.
Smartphone/Tablet, Indie, Art, Design, Production, Video

The buying habits of hardcore PvP gamers 5
by Gamasutra Community [05.29.15]
Developers of MMO Das Tal surveyed their likely players -- and found out about platform and purchasing-style preferences. Useful info for those targeting a very core audience.
Console/PC, Indie, Business/Marketing

10 things you should know about artists  
by Gamasutra Community [05.29.15]
An experienced industry artist compiles a short and readable a list of important things about how artists work, with help from her peers -- essential reading for collaborators from other disciplines.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Art, Production

The facts and figures behind Fingle dev Game Oven, and its closure 11
by Gamasutra Community [05.29.15]
From critically acclaimed to closing up shop: Dutch developer Game Oven achieved international notoriety for games like Fingle and Bounden, but called it quits. Here's the whole story.
Smartphone/Tablet, Indie, Production, Business/Marketing

Video: What playing poker taught me about designing game AI  
by Staff [05.28.15]
At GDC 2015 Intrinsic Algorithm's Dave Mark shares a newfound love of poker, some of the logic required in playing the game, and how it relates to AI problems that developers face on a daily basis.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Video, Vault

How to justify game jams 1
by Gamasutra Community [05.28.15]
"When youíre a hobbyist or are putting smaller games out regularly, thereís usually no reason NOT to do a game jam. But how do you justify them when youíre working on a larger scale project?"
Console/PC, Indie, Production

Saying goodbye to game grad school: A personal postmortem  
by Gamasutra Community [05.28.15]
"There are so many arcs and characters from NYU and the events surrounding my time there that these years are really just the latest book in a series thatís finally found its footing."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing, Student/Education

Godus developer 22Cans 'reboots' under new chief Simon Phillips  
by Alex Wawro [05.28.15]
Peter Molyneux's studio 22Cans is making a show of hiring fresh talent and making some staffing changes to "reboot" the company, chief among them being naming recent hire Simon Phillips the new CEO.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

An approach to balancing game economies using spreadsheets  
by Gamasutra Community [05.28.15]
"At a high level, these are the techniques I use in Excel to accomplish this common task in a way that keeps my economy organized and ensures that it is easy to maintain and update."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

An indie game with 60 million players? The story of Transformice 11
by Gamasutra Community [05.28.15]
Four years in to creating a game that spiked in popularity beyond its developers wildest dreams: A postmortem of boom times, a changing business model, and a studio's transformation.
Console/PC, Indie, Art, Design, Production, Business/Marketing

Postmortem: A story-driven roguelike, Sproggiwood 2
by Gamasutra Community [05.28.15]
"Conquering a rival civilization -- and concealing your imperialist intentions in rhetoric -- is a difficult task. Likewise is developing a mechanically novel, thematically rich hybrid game."
Console/PC, Indie, Design, Production

Getting metroidvania Environmental Station Alpha into the world 1
by Gamasutra Community [05.28.15]
Developing a metroidvania over three years: A candid look back at the iterative design process for a 2D indie game.
Console/PC, Indie, Design, Production

Game Design Deep Dive: Darkest Dungeon's Affliction System Exclusive 3
by Tyler Sigman, Chris Bourassa [05.28.15]
Chris Bourassa & Tyler Sigman of Red Hook Studios: "We wanted to capture the human response to stress. Any person can break under pressure, and people break in different ways."
Console/PC, Indie, Design, Exclusive, Deep Dive

Oculus Rift price teased; new input solution to show at E3 in June 5
by Christian Nutt [05.27.15]
News out of the Code Conference comes via Oculus VR CEO Brendan Iribe, who drops a few more details on what you'll expect to pay and how the tech might evolve.
Console/PC, Indie, Business/Marketing, VR, E3