Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
January 27, 2015
arrowPress Releases
January 27, 2015
PR Newswire
View All






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


Learn how to make your game just completely hilarious at GDC 2015 1
by Staff [01.26.15]
"Watch William Pugh desperately attempt to deconstruct The Stanley Parable to find an excuse for its success. Be amazed as he lists pre-prepared top tips for making your game funny" at GDC 2015.
Indie, Design, GDC

Postmortem: Space combat and trading sim Starpoint Gemini 2 5
by Gamasutra Community [01.26.15]
Mario Mihokovic, CEO at Croatia's Little Green Men Games, writes about what went right, wrong, and key takeaways from the development of space sim Starpoint Gemini 2.
Console/PC, Indie, Production, Business/Marketing

GDC 2015 partners with iam8bit to showcase the 'Wheel of Whimsy'  
by Staff [01.26.15]
For the fifth year running, iam8bit will delight GDC attendees with an interactive exhibit on the show floor. This time it's the Wheel of Whimsy, which is tied to four fun live-action minigames.
Indie, Business/Marketing, GDC

This Week in Video Game Criticism: From Formalism to Femmes Fatale  
by Kris Ligman [01.26.15]
This week, our partnership with game criticism site Critical Distance brings us picks from Zach Alexander on topics ranging from the continued role of formalism in game studies to a Bayonetta style guide.
Console/PC, Indie, Design

Blog: A design dilemma in prop behavior 4
by Gamasutra Community [01.26.15]
"This turned in to more of a design rant more than a 'lesson learned' post, but one of my motivations for writing this was to hear from other designers how you approach a design challenge like this."
Console/PC, Indie, Design

Unity error fix: Timestamps and assets maps out of sync 18
by Gamasutra Community [01.26.15]
One developer encounters a devastating Unity error: "My work of about three weeks was gone. I couldn’t see anything, I couldn’t do anything at all." Here's how to work around it.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming

Looking back, looking forward with devs of the Independent Games Festival  
by Morgan Ramsay [01.26.15]
Past Independent Games Festival finalists and winners revisit their time in the IGF, and reflect on where they are now.
Console/PC, Smartphone/Tablet, Indie

'If you had to pick one game for aspiring devs to study, what would it be?' 22
by Christian Nutt [01.23.15]
What game teaches you the lessons you need to know to make games? What game really matters -- and why does it matter? We asked our followers.
Console/PC, Indie, Design

DayZ hits 3 million sales after 13 months in Early Access  
by Christian Nutt [01.23.15]
The popular standalone version of DayZ has hit 3 million sales in just over a year -- as the team works to rebuild its engine from the ground up.
Console/PC, Business/Marketing

Get a job: Be a Mobile Game Engineer for Sega Networks  
by Staff [01.23.15]
Sega Networks' Three Rings studio is looking for developers with strong backgrounds in mobile and server-side engineering to work on new mobile and live operations games in San Francisco, CA.
Smartphone/Tablet, Programming, Recruitment

Video: Building Glitch City, a Voltron-like indie dev collective  
by Staff [01.23.15]
At GDC Next 2014, indie developers Asher Vollmer, Teddy Diefenbach, Ben Esposito and other Glitch City members discuss their failures and successes in founding an indie dev collective and workspace.
Indie, Business/Marketing, Video, Vault

The development and sales of a niche iOS game: Freediving Hunter 10
by Gamasutra Community [01.23.15]
A quick and cost breakdown, and sales/revenue (with promotional costs factored in) for Freediving Hunter, which has been available on the App Store for 8 months.
Smartphone/Tablet, Business/Marketing

Don't Miss: How to get started in game programming, from Super Meat Boy's coder 41
by Tommy Refenes [01.23.15]
Taking your first steps toward your dream game is an overwhelming feeling. In this classic blog, Super Meat Boy programmer Tommy Refenes offers practical tips for aspiring (and veteran) developers.
Console/PC, Indie, Programming

Numbers in games: What they say about us 17
by Gamasutra Community [01.23.15]
"Clearly I seem to be drawn to games about numbers going up. But the truth of the matter is the numbers in games mean things -- they represent complex systems, whether ecosystems, economies or relationships."
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design

The rough road of taking HyperBowl from arcade attraction to mobile game  
by Gamasutra Community [01.23.15]
A 2001 arcade attraction game becomes a modern mobile title -- a fascinating story that includes crashed PCs, difficult data exports, and a move to Unity.
Smartphone/Tablet, Indie, Programming, Production, Business/Marketing

Ditch the booth! A DIY game promotion manifesto 4
by Gamasutra Community [01.23.15]
"You don't need a festival or conference or expo to show your creations. Stop waiting for marketplaces to 'solve' discoverability. Reach out to your local and surrounding communities."
Console/PC, Indie, Business/Marketing

Removing the bottleneck: Programming a dynamic event system 4
by Gamasutra Community [01.23.15]
"By breaking the game into simple event sequences, we're able to build a robust system that allows anyone on the team to use a drag and drop UI to implement a vast array of content instead of requesting coding time."
Console/PC, Indie, Programming, Design

Get community management tips from MMO experts at GDC 2015  
by Staff [01.23.15]
At GDC 2015, veteran online game developers Raph Koster, Richard Vogel and Gordon Walton will team up to discuss smart, effective community management practices.
Social/Online, Business/Marketing, GDC

Blog: My game's done. Now comes the stress of a one-man PR effort 16
by Gamasutra Community [01.23.15]
"The important thing to keep in mind: don't read too much of the feedback. The negative reactions (and they are always amongst the first) are not helpful in keeping enthusiastic and telling the world about your game."
Console/PC, Smartphone/Tablet, Indie, Business/Marketing

Blog: On downloadable press kits, and what the press needs 6
by Gamasutra Community [01.23.15]
IndieGames.com editor Lena LeRay offers a quick, practical list of what she's looking for -- and not looking for -- in your game's press kit.
Indie, Business/Marketing