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January 30, 2015
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Updates » Indie
The effects of the Xbox Live and PSN takedown on a small developer 10
by Brandon Sheffield [12.30.14]
Hackers took down Xbox Live and PSN on Christmas. What effect did that have on developers who have games there? Former Game Developer editor and current indie dev Brandon Sheffield explains.
Smartphone/Tablet, Indie, Business/Marketing

Video: Designing your game to offer meaningful choices  
by Staff [12.29.14]
At GDC 2014, 2K Games' Matthias Worch (former lead designer of the cancelled Star Wars 1313) investigates how we can better design games to afford players the opportunity to make meaningful choices.
Console/PC, Indie, Design, Video, Vault

Best of 2014: 7 truths about indie game development 42
by Gamasutra Community [12.29.14]
"All you can do is get started, keep trying and do what it takes to make sure you can keep trying. Keep getting better at this. Believe that you will get there in the end."
Indie, Production, Business/Marketing

Developers' Top 5 Games of 2014: Hidetaka 'SWERY' Suehiro 1
by Staff [12.29.14]
D4 and Deadly Premonition director Hidetaka "SWERY" Suehiro shares his thoughts on five games of 2014 that every developer should play.
Console/PC, Indie, Design

Best of 2014: Level design in procedural generation 15
by Gamasutra Community [12.29.14]
A designer who loves hand-crafted levels looks back on a solution that arrived at a procedurally-generated game that made the team and players both happy.
Console/PC, Indie, Programming, Design

A technical overview of compiling C# to JavaScript in Postbug  
by Gamasutra Community [12.29.14]
Taking a browser game new places with the help of a compiler that moves code from one system to another -- a look back at how one developer did it.
Indie, Programming

Top 5 game design debates I ignored in 2014 39
by Gamasutra Community [12.29.14]
Can we keep having the same game design arguments year-in and year-out? A look back at tired-out debates that should be put to rest, from Daniel Cook.
Console/PC, Smartphone/Tablet, Indie, Design

Making a moddable game in Unity 3
by Gamasutra Community [12.26.14]
"Making a game properly mod-able and data driven is something one should make a decision about early on because it impacts so much of the structure of the code and data."
Console/PC, Indie, Programming

Best of 2014: Should you upgrade your game for free? We are - here's why 14
by Gamasutra Community [12.26.14]
"It will be free to current owners. It will be an in-place upgrade, delivered through existing channels. It won't break any of the old stuff... [But] not everyone can or even should do the weird crazy things we do."
Console/PC, Indie, Production, Business/Marketing

When hiring an artist, here's what to keep in mind 38
by Gamasutra Community [12.26.14]
Attorney Zachary Strebeck takes a look at how artists are compensated: "I decided to reach out to a few freelance game artists that I know and get their opinions on a few issues regarding payment for their work."
Console/PC, Smartphone/Tablet, Indie, Art, Production, Business/Marketing

The Jewish Play Project, or 'that's funny, Taito -- you don't look Jewish.' 11
by Gamasutra Community [12.24.14]
"In looking at toys, games, pinball and video games we’re at over 80 companies and over 150 people. The Jewish Play Project has been initiated to support investigation of this history in much greater depth."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing

Best of 2014: How long does it take to make an indie game? 21
by Gamasutra Community [12.24.14]
Inside a well-documented project: "I can tell you that over the course of 600 days, Tower of Guns took precisely 3850 hours and 5 minutes to develop."
Console/PC, Indie, Production

Best of 2014: How to avoid becoming a stressed out loner 21
by Gamasutra Community [12.24.14]
"The crux of this is really about how work and technology can intrude into our lives in a detrimental way. I think that people in the game industry are more susceptible to these pitfalls."
Indie, Production

Blog: 15 game landing pages you need to see, as a dev 3
by Gamasutra Community [12.24.14]
"There are certain best practices that you can follow to increase your chances of converting more of your visitors... here is a list of some game landing pages we think are really great!"
Smartphone/Tablet, Indie, Business/Marketing

Video: How player feedback helped Pocketwatch perfect Monaco 1
by Staff [12.24.14]
At GDC 2014 Pocketwatch Games' Andy Nguyen offered a deeper look at how all feedback, both good and bad, helped shape Monaco without sacrificing its core design.
Indie, Design, Video, Vault

Developers' Top 5 games of 2014: Benjamin Gifford  
by Gamasutra Community [12.24.14]
"While I see no end to consoles, 2014 shows that mobile technology is the future. People want to play exciting and rich games at a moment’s notice, anywhere, anytime."
Console/PC, Smartphone/Tablet, Indie, Design

Blog: Plague Inc. is pathological speed chess 2
by Gamasutra Community [12.24.14]
"Plague, Inc.'s gameplay was so riveting that I started shouting murderous taunts at countries and gleefully anticipating the deaths of billions."
Console/PC, Smartphone/Tablet, Indie, Design

Blog: Dealing with aiming issues in a car combat game 11
by Gamasutra Community [12.24.14]
"Scraps uses multiple crosshairs -- one primary one and one more for each weapon -- to give players a better idea of what their weapons might actually hit."
Console/PC, Indie, Design

Best of 2014: Behavior trees for AI - How they work 19
by Gamasutra Community [12.23.14]
A how-to guide on how AI behavior trees work -- written in response to the lack of concrete info out there, gleaned from development on Project Zomboid.
Console/PC, Indie, Programming

GDC Play and the 'Best in Play' awards are back for GDC 2015  
by Staff [12.23.14]
The GDC Play emerging dev area returns and 'Best in Play' awards will once again be given during GDC 2015 in San Francisco, with 8 winners getting GDC 2016 passes.
Console/PC, Indie, Business/Marketing, GDC