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February 26, 2015
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February 26, 2015
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Updates » Indie
These 15 games will be in the Indie Megabooth Showcase at GDC 1
by Staff [02.06.15]
The Indie MEGABOOTH Showcase is coming to GDC 2015 with a lineup of 15 interesting indie games that all conference attendees can play, including Extreme Exorcism and That Dragon, Cancer.
Console/PC, Indie, Business/Marketing, GDC

Romance in Sunless Sea: The light in the window 4
by Gamasutra Community [02.06.15]
"The heartbeat of Sunless Sea is departure from, and return to, Fallen London -- a sunken city at the edge of an underground ocean. I wanted to encourage an emotional response in the player around their return home."
Console/PC, Indie, Design

What it takes to make Octodad: A production-focused postmortem 2
by Gamasutra Community [02.06.15]
A group of award-winning students launched an indie studio and built the successful Octodad: Dadliest Catch -- and here's the story of how they did it, with work process and stats revealed.
Console/PC, Indie, Production, Business/Marketing

Blog: This game kills fascists 11
by Gamasutra Community [02.05.15]
"Games make us all fascists and communists; anarchists and tycoons; kleptocrats and ascetics, so we better hope that games are not as powerful as we once dreamed they might be."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

Unity set-up for 'pixel perfect' 2D games 8
by Gamasutra Community [02.05.15]
A very quick tutorial on getting your Unity project set up so that it has the right view for creating traditional 2D, side-view games (such as platformers).
Console/PC, Smartphone/Tablet, Indie, Programming

Problems we faced in 48 hours, and how to tackle them: A game jam blog  
by Gamasutra Community [02.05.15]
A look back at Global Game Jam from a practical perspective: "We certainly encountered all of these problems, but in an incredibly short space of time," the author writes, offering "what I wish we had known beforehand."
Indie, Production

Don't Miss: 5 tips for making great animations for 2D games Exclusive 33
by Eric Caolli [02.05.15]
Want to create eye-catching sprites for your 2D game? In this classic feature, two talented animators who've worked on some remarkably vibrant 2D games offer five tips for stepping up your sprites.
Console/PC, Indie, Art, Exclusive

Virtual mess: Destructors in C++ 24
by Gamasutra Community [02.05.15]
"This is why I think that the virtual destructor is a concept that never stood the test of time and not only exposes bad design of one of the core language features, but also introduces a lot of problems."
Console/PC, Smartphone/Tablet, Indie, Programming

D4, JRPGs and Danganronpa deconstructed in GDC 2015 Japanese talks 1
by Staff [02.05.15]
Hidetaka 'SWERY' Suehiro breaks down D4's development, an expert panel examines JRPG audio design and Kazutaka Kodaka deconstructs Danganronpa at GDC 2015.
Console/PC, Social/Online, Indie, Business/Marketing, GDC

Get a career jumpstart at the GDC 2015 Game Career Seminar 1
by Staff [02.05.15]
GDC 2015 organizers highlight notable sessions in this year's Game Career Seminar, which features portfolio reviews from Epic, Irrational and more alongside career guidance talks from industry veterans.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Business/Marketing, GDC

Revisiting the MDA framework 5
by Gamasutra Community [02.05.15]
"Is MDA broken? No, it is not. What this discussion intends to show is that in fact there are games which, by their nature or their medium, do not conform themselves to this model."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

How I sign mobile devs for projects: A producer's take 2
by Gamasutra Community [02.05.15]
"Everything begins with finding the right developer for the project. For this article I have decided to focus on one part of my job, which is finding external developers to be partners with us in the creation of a mobile game."
Smartphone/Tablet, Indie, Production, Business/Marketing

Coding the Sheeple: AI in a realtime physics world  
by Gamasutra Community [02.04.15]
"It's harder to do AI when you're in a realtime physics world, where all sorts of things can happen at any time. Wait between actions, pause... instead of just doing everything immediately."
Console/PC, Indie, Programming

Brenda Romero asks: 'What does a great game look like?' 3
by Kris Graft [02.04.15]
Game development veteran Brenda Romero asks the question during a talk at today's DICE Summit in Las Vegas, then offers her own answers based on her experience as a developer, educator and player.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Design

Road to the IGF: [Bracket]Games' Three Fourths Home Exclusive  
by Alex Wawro [02.04.15]
As part of our ongoing series of Road to the IGF interviews with nominees we chat with designer Zach Sanford about where Three Fourths Home comes from and the appeal of games as a storytelling medium.
Indie, Design, Production, Exclusive, Video, IGF

Tabletop resources for video game developers  
by Gamasutra Community [02.04.15]
"We thought we'd share our best finds here -- the kind of resources we wished we had known about from the start. We thought this kind of thing might be useful for those looking to make the same leap."
Indie, Design, Production, Business/Marketing

If you want your studio to succeed, put people first - Riot 3
by Kris Graft [02.04.15]
At the annual DICE Summit in Las Vegas, Riot CEO Brandon Beck argues that companies -- in this case, game companies -- don't invest enough in their people, which leads to painful negative outcomes.
Console/PC, Indie, Production

Valve debuts the next generation of OpenGL at GDC 2015 1
by Staff [02.04.15]
At GDC 2015, top engineers from Valve, Epic, Unity, Oxide, and Electronic Arts will unveil and explain Khronos' glNext initiative -- the successor to OpenGL.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, GDC

Video: Crowdsourcing the localization of Gone Home  
by Staff [02.04.15]
At GDC 2014, Gone Home programmer Johnnemann Nordhagen reveals how the four-person indie dev team enabled, supported, and encouraged fan-made translations for the game to broaden its reach.
Console/PC, Indie, Production, Video, Vault

Studio size debate: Think big or think fast? 6
by Gamasutra Community [02.04.15]
Two indie studios, two destinies: Tanya X. Short of Kitfox Games and Guillaume Boucher-Vidal of Nine Dots talk about where they are, and where they're planning to go -- and why.
Console/PC, Indie, Production, Business/Marketing