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Updates » Indie
The real design challenge: Expressing themes through mechanics 12
by Gamasutra Community [04.22.13]
Randy O'Connor (Waking Mars) contrasts BioShock Infinite against Anna Anthropy's Triad to explore why meaning in a game must come from its mechanics.
Console/PC, Indie, Design

How programmers can avoid distractions, and stay on task GDMag Exclusive 17
by Chris Parnin [04.22.13]
Programmers need to concentrate, but a life is full of distractions. How can you maximize productivity and keep focused? This article offers real solutions for this very real problem.
Console/PC, Social/Online, Smartphone/Tablet, Indie, GD Mag, Programming, GD Mag Exclusive

Video games are a legitimate form of cultural expression... right? 28
by Brandon Sheffield [04.22.13]
The European Commission doesn't officially recognize video games as a form of cultural expression. Guillaume de Fondaumiere, co-CEO at Heavy Rain developer Quantic Dream, wants to change that.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

Reviving your game with 'CPR design' 3
by Gamasutra Community [04.19.13]
A simple way to resuscitate your game design when it goes off track -- by evaluating the challenge it poses, the enjoyment engaging with it, and the value of the results that come from it.
Console/PC, Smartphone/Tablet, Indie, Design

The true cost of a publisher vs. studio lawsuit 10
by Gamasutra Community [04.19.13]
An attorney takes a detailed look at what happened when TimeGate Studios sued SouthPeak Games over Section 8 -- breaking down who really won and lost, and how and why.
Console/PC, Indie, Business/Marketing

Call for GDC Europe 2013 talks closes on Monday - submit now!  
by GDC Staff [04.19.13]
Game Developers Conference Europe 2013 organizers are reminding that the show's call for lectures will close on Monday April 22nd - submit your talks for the August show in Cologne today!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

Crowdfunded effort to buy Homeworld series goes south 3
by Kris Ligman [04.19.13]
An independent developer has failed to acquire rights to the Homeworld franchise and is now refunding Kickstarter backers. Now the question is who owns the storied RTS franchise, and what will they do with it?
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Blog: Futureproofing game journalism 4
by Gamasutra Community [04.19.13]
Journalism is under attack from market forces, and a lively discussion erupted on twitter about how to save, and improve, game journalism. Game Developer editor Patrick Miller explores the topic.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Business/Marketing

The four-year saga of IGF winner Monaco's development 8
by Mike Rose [04.19.13]
After winning the IGF's Grand Prize in 2010, Andy Schatz still had a very long way to go before getting Monaco completed. He takes us back to the beginning and through to the end.
Console/PC, Indie, Design

Tim Langdell's 'Edge' trademarks are finally cancelled 7
by Mike Rose [04.19.13]
The Tim Langdell 'Edge' saga is well and truly over, as the U.S. patent and trademark department has noted that all of Langdell's trademarks relating to the word Edge have been cancelled.
Console/PC, Indie, Business/Marketing

Is Steam Greenlight working? 90
by Gamasutra Community [04.19.13]
Mutant Mudds can't seem to make it through the Greenlight process, despite being popular and well-reviewed on the Nintendo 3DS. Jools Watsham expresses his frustrations.
Console/PC, Indie, Business/Marketing

Is this AI tool right for you? A RAIN{indie} review GDMag Exclusive 9
by Dave Mark [04.18.13]
How does Rival Theory's free development tool RAIN{indie} stack up? Dave Mark, president and lead designer at AI consultancy Intrinsic Algorithm gives you the rundown.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, GD Mag, Programming, Design, Production, GD Mag Exclusive

A method for refining your ideas until you have a hit 8
by Gamasutra Community [04.18.13]
Coming up with a hit game is far from easy, but this straightforward method is designed to help you quickly identify the right idea, refine it, and get results.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production

How one developer designed a streaming client 8
by Gamasutra Community [04.18.13]
When it came time to create a streaming installer for his MMO, Robert Basler researched it -- and designed one. Here, he shares the fruits of his research into multi-platform streaming clients.
Console/PC, Indie, Programming

The four-year saga of IGF winner Monaco's development 8
by Staff [04.18.13]
After winning the IGF's Grand Prize in 2010, Andy Schatz still had a very long way to go before getting Monaco completed. He takes us back to the beginning and through to the end.
Console/PC, Indie, Design, Production, Business/Marketing

Unity's co-founder has a brand new studio Exclusive 3
by Christian Nutt [04.18.13]
Nicholas Francis, co-founder of Unity, left the company after a decade to form a studio and create a game he's been dreaming of for years.
Smartphone/Tablet, Indie, Design, Business/Marketing, Exclusive

Designing the infinitely replayable game 17
by Gamasutra Community [04.18.13]
So you want to make a game that could last forever. What elements of the design space are most relevant to your goal? This blog post is an ambitious attempt to figure that out.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

A Molyjam game is getting backed by Indie Fund 1
by Kris Ligman [04.17.13]
Ben Esposito's Kachina, recently exhibited at GDC's Experimental Gameplay Workshop, is poised to receive support from Indie Fund.
Indie, Business/Marketing

Dealing with depression during development 6
by Gamasutra Community [04.17.13]
Indie developer Leigh Harris shares the story of how his problems with depression got in the way of his project, and how he dealt with the twin challenges of making a game and mental health.
Indie, Production

Dustforce sales figures: The real data, right now 10
by Gamasutra Community [04.17.13]
The popular indie platformer has proven to be a hit -- but how much of one? Hitbox Team, its developers, break down how well the game has sold up till now -- and why -- in this data-filled post.
Console/PC, Indie, Business/Marketing