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August 1, 2015
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Updates » Indie
GDC Europe State of the Industry: Devs moving from mobile to PC 1
by Staff [07.01.15]
GDC Europe 2015 officials have released the results of the third annual European State of the Industry Survey, which offers insight into which platforms are most appealing, the perceived value of crowdfunding and what VR means for the industry at large.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC, GDC Europe

Surrendering control and trusting in players with Her Story Exclusive 2
by Phill Cameron [07.01.15]
For Her Story developer Sam Barlow, surrendering his story to players was a mental hurdle he had to overcome as a writer. But it seems to have paid off.
Console/PC, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, Exclusive, Video

Don't Miss: Unorthodox tips for improving your programming skills 41
by Staff [06.30.15]
There are plenty of good resources out there that teach technical skills; this timeless post concentrates on more personal lessons that you often only learn through experience or trial and error.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming

Come out to GDC Europe and learn how Cities: Skylines was made  
by Staff [06.30.15]
Leading experts discuss best practices for developing mobile games for the Chinese market, and Colossal Order deconstructs its hit city-builder Cities: Skylines at GDC Europe in Cologne, Germany this August.
Console/PC, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, GDC Europe

5 in-game events all free-to-play games should track  
by Gamasutra Community [06.30.15]
"Having granular details of how players interact with different elements in your game allows you to really understand how itís performing and what specific areas you need to concentrate on."
Console/PC, Smartphone/Tablet, Indie, Design, Business/Marketing

Q&A: How your games can find players, on recommendation site Product Hunt  
by Christian Nutt [06.29.15]
Gamasutra speaks to Russ Frushtick, head of the Product Hunt games category, which is currently in beta -- about the site's hopes to connect developers to players.
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Video: The physics of proper pole control in Super Pole Riders 1
by Staff [06.29.15]
At GDC 2015, Bennett Foddy talks about the problems he faced in designing the physics of the pole-vaulting and ball-kicking mechanics in his fiendish multiplayer game Super Pole Riders.
Console/PC, Indie, Design, Video, Vault

Budgeting for the most successful Kickstarter in video game history  
by Christian Nutt [06.29.15]
Castlevania veteran Koji Igarashi made $5.5 million for Bloodstained, and there are a lot of lessons to be learned from how he did it. Here's an analysis based on an extensive conversation with him.
Console/PC, Indie, Production, Business/Marketing

Report: 24% of games in Steam's Summer Sale generated 94% of revenue 5
by Alex Wawro [06.29.15]
Sergei Galyonkin, developer of the Steam Spy analytics platform, has published a blog post that offers developers some intriguing insight into Valve's most recent Steam Summer Sale.
Console/PC, Indie, Business/Marketing

Taking your game the direction it wants to go, and finding an audience 2
by Gamasutra Community [06.29.15]
A postmortem of Lemma, a first-person, voxel-based game which evolved during its production and eventually found an audience on Steam, thanks, in part, to YouTubers.
Console/PC, Indie, Design, Production, Business/Marketing

Rewarding failure, and focusing on control in platformer design 12
by Gamasutra Community [06.29.15]
Rude Bear Resurrection focuses on tight control and on letting players -- all players -- make it through its masocore gameplay experience. Developer Alex Rose details both in this blog.
Console/PC, Indie, Design

This Week in Video Game Criticism: What's old is Shenmue again  
by Kris Ligman [06.29.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Johnny Kilhefner on topics ranging from reactions to Shenmue 3's Kickstarter to Tale of Tales' decision to take a break from game development.
Console/PC, Indie, Design

Getting the music right: Atmospheric vs. ambient 1
by Gamasutra Community [06.29.15]
"Most importantly, figure out if you want just atmospheric sounds to make your soundtrack, or if subtle ambient music should be used instead."
Console/PC, Indie, Audio

6 lessons from developing Schell Games' VR project, I Expect You To Die 17
by Gamasutra Community [06.29.15]
Jesse Schell shares what he and his team learned while developing VR spy thriller I Expect You To Die -- created after his years of experience in the medium, dating back to the 1990s.
Console/PC, Indie, Design, VR

Innovative VR ideas from Oculus jam winner Bazaar  
by Gamasutra Community [06.26.15]
Bazaar won a silver prize at the Oculus VR jam, and now its developers share ways the 100% gaze-controlled game leads the player -- techniques you could use in your own VR game.
Console/PC, Indie, Design, VR

Composing adaptive music for games: Advanced concepts in Elias  
by Gamasutra Community [06.26.15]
A veteran composer breaks down an exciting new tool: "Elias, like a good video game, is easy to use but difficult to master. This is a new type of tool with some new features."
Console/PC, Indie, Audio

Music composers and sound designers in VR: The headphones problem 8
by Gamasutra Community [06.26.15]
God of War composer Winifred Phillips on music for VR: "I'm going to share what I learned about the issue... including a conclusion which may indicate an imminent problem for some VR gamers."
Console/PC, Indie, Audio

Don't fear competitors, embrace them! 2
by Gamasutra Community [06.26.15]
"I propose and hope we stop fearing one another's games just because they're similar to ours in some way. Instead, remember how great it is these games exist."
Indie, Business/Marketing

What goes into making an indie visual novel: Summoner Sweetheart  
by Gamasutra Community [06.26.15]
"I think it was the 'right choice' to tackle it because everyone involved now understands what itís like to bite off more than we can chew and how to come back from that hurdle."
Console/PC, Indie, Design, Production

Koji Igarashi on the power and responsibility of being Kickstarter-funded 4
by Christian Nutt [06.26.15]
Gamasutra had a chance to sit down with Koji Igarashi and talk about the successful Kickstarter campaign for Bloodstained: Ritual of the Night, and how he feels about breaking records, and breaking free.
Console/PC, Indie, Design, Production, Business/Marketing