Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
July 1, 2015
arrowPress Releases
July 1, 2015
PR Newswire
View All






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Updates » Indie
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

Cosmic Picnic is the next step for these former Battlefield devs  
by Alex Wawro [05.27.15]
A coterie of Swedish developers have quit their posts at Ghost Games and EA DICE to found Cosmic Picnic, a new indie studio based out of Stockholm.
Indie, Business/Marketing

Flash deal site sells game for $1 without developer permission 1
by Alex Wawro [05.27.15]
UPDATE A British indie studio and its publisher are involved in a public imbroglio over the studio's game Standpoint, which was put on sale for a minimum price of $1 at a flash deal site without permission.
Indie, Business/Marketing

Leading by emotion in game design 3
by Gamasutra Community [05.27.15]
What about focusing on the emotions you want the player to feel? This blog post explores the issue, with hints from Jenova Chen (Journey.)
Console/PC, Indie, Design

Design challenges for virtual reality games 1
by Gamasutra Community [05.27.15]
"Over the last weekend I took part in the VR Game Jam... This article is a quick summary of current challenges in VR based on how they manifested during the jam and the presentations leading up to the jam."
Console/PC, Indie, Design, VR

Turning feelings into mechanics: The narrative design of Apartment 3
by Gamasutra Community [05.27.15]
How the interactive narrative of IGF student showcase nominee a•part•ment: a separated place came to be: From conception through to design and execution -- tales told many ways.
Console/PC, Indie, Design

Indie studio lessons, from the developers of Hatred 3
by Gamasutra Community [05.27.15]
His game may be controversial, but this interview with Destructive Creations CEO Jaroslaw Zielinski offers a perspective on running a start-up PC studio under scrutiny.
Console/PC, Indie, Production, Business/Marketing

Smooth moves: Designing VR games that won't make players sick Exclusive 6
by Alex Wawro [05.27.15]
Gamasutra chats with a few VR game designers to figure out what they've learned about not making people sick, and how other developers can apply those learnings to their own projects.
Console/PC, Smartphone/Tablet, Indie, Design, Exclusive

Blog: Why don't developers buy and sell intellectual property, much like other assets? 4
by Gamasutra Community [05.26.15]
"It makes sense to have multiple IPs all generating revenue. So why are we stuck in the consensus that only publishers are allowed to be in the business of buying and selling IP? Especially when anyone can."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Learning lessons from Goat Simulator's performance in the press 2
by Gamasutra Community [05.26.15]
An in-depth analysis: "With Goat Simulator having recently announced its zombie DLC, this is a great opportunity to look at how the game has done in terms of media presence."
Console/PC, Indie, Business/Marketing

Spotlight on Inti Creates, the studio behind Mighty No. 9 and Bloodstained 2
by Christian Nutt [05.26.15]
Inti Creates spent the 2000s making Mega Man games, but has been reborn as its own publisher and developer for high-profile Kickstarter titles. Gamasutra talks to CEO Takuya Aizu.
Console/PC, Indie, Production, Business/Marketing

Making the whimsical Monster Mingle: 2D art process and more 1
by Gamasutra Community [05.25.15]
Mingling monster parts and exploring a "world full of surprises" -- the art process for creating good-looking, kid-friendly characters and populating a world full of them.
Smartphone/Tablet, Indie, Art, Audio, Design

This Week in Video Game Criticism: From Polybius to pixel art 1
by Eric Swain [05.25.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Eric Swain on topics ranging from the legend of Polybius to a response to Blake Reynolds on the contemporary reception of pixel art.
Console/PC, Indie, Art, Design

Video: Using a real-time feedback system to make better games  
by Staff [05.25.15]
Unknown Worlds' Hugh Jeremy explains how and why building a real-time sentiment feedback system into its open-world undersea exploration game Subnautica helped the studio make a better game.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Production, Video, Vault

Adding female Kerbals: The art iteration process 5
by Gamasutra Community [05.25.15]
"After overcoming all the challenges that the design exposed, Val felt like an already member of the Kerbal Universe. She become, as stated at the beginning of the post, more than polygons and textures."
Console/PC, Indie, Art

Postmortem of the jam process: Looking back at our Ludum Dare meetup 2
by Gamasutra Community [05.25.15]
"Why would we have a real-world meeting for a game jam that prides itself in being online? The short answer is that a real-world gathering provides a number of distinct advantages."
Console/PC, Indie, Production

Design 101: Complexity vs. depth 12
by Gamasutra Community [05.25.15]
"You might be seriously worried that the game simply won’t be deep enough to meet your design goals without the added complexity. That’s a valid concern. Not once have I ended up adding the complexity back in."
Console/PC, Indie, Design

Sunset: Not that seventies style 3
by Gamasutra Community [05.25.15]
Tale of Tales' Michael Saymn writes about capturing the style of a decade through reference material -- not just visual, but political and cultural -- in Sunset.
Console/PC, Indie, Art, Design, Production