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August 8, 2013
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Features » Indie
Postmortem: Days of Wonder's Ticket to Ride Pocket 2
by Gerald Guyomard, Yann Corno [02.22.12]
The developers of Ticket to Ride take a look at the complexities that drive the development of an iPhone title -- even one that's based on both an existing board game and successful iPad app can encounter a lot of difficulties in planning and implementation.
Business/Marketing, Design, Postmortem, Production, Indie, Smartphone/Tablet

Principles of an Indie Game Bottom Feeder 41
by Jeff Vogel [02.09.12]
Moving into indie development? Find an underserved niche audience, "accept what you can't change, be as awesome as you can, charge what you're worth, and stand proud on the ocean floor," writes Spiderweb Software's Jeff Vogel.
Business/Marketing, Indie

Postmortem: Appy Entertainment's SpellCraft School of Magic 6
by Paul O'Connor [02.01.12]
Appy Entertainment, the developer behind Trucks & Skulls and FaceFighter, recently launched its first free-to-play iOS game. Studio brand director Paul O'Connor picks apart the successes and failures in getting to grips with the casual and F2P space simultaneously.
Business/Marketing, Design, Postmortem, Production, Art, Indie, Social/Online, Smartphone/Tablet

Talking the Future of Minecraft  
by Christian Nutt [01.27.12]
In December, Markus "Notch" Persson handed the reins of Minecraft development to Jens "Jeb" Bergensten, and in this interview, he explains what the future holds for the massively popular indie game and what he expects to concentrate on as far as additions go.
Business/Marketing, Design, Interview, Indie

Postmortem: Mode 7 Games' Frozen Synapse 3
by paul taylor [01.25.12]
The story of how the popular and acclaimed indie strategy game took shape, straight from Mode 7 Games joint-managing director Paul Taylor -- including both how the game exceeded the team's expectations and how they were unprepared for its success.
Audio, Business/Marketing, Design, Postmortem, Production, Indie

Minecraft, Intellectual Property, and the Future of Copyright 16
by Greg Lastowka [01.17.12]
IP lawyer Greg Lastowka looks at what Mojang has achieved with its massively popular game -- not just creatively, but in terms of shattering the boundaries between player and developer, and what that means in the current internet age.
Business/Marketing, Indie, Social/Online

Be Honest, Be Nice: Marketing And PR For Indie Developers 19
by Andrew J. Smith [12.21.11]
Successful iOS developer Andrew J. Smith (Hard Lines) shares the battle secrets of marketing and PR for indies, noting that you should be open and honest, engage with your fans, and, of course, not be afraid to try it.
Business/Marketing, Indie

Passionate Frustration: Tale Of Tales' Dark Journey 21
by Christian Nutt [11.11.11]
In this extensive interview, conducted at this year's GDC Europe, Belgium-based art game duo Tale of Tales discusses how they first got into making games and the extreme frustration that they feel with the state of the medium.
Business/Marketing, Design, Indie

Building a Better Kickstarter Campaign 8
by Andrew Hayward [11.01.11]
An analysis of what makes Kickstarter game projects successful, with comments from indie developers who have made their goals, and insights from Kickstarter's own director of community -- and plenty of links to successful campaigns to boot.
Business/Marketing, Interview, Indie

Postmortem: Smudged Cat Games' The Adventures Of Shuggy 9
by David Johnston [09.29.11]
In this revealing postmortem of The Adventures of Shuggy, Smudged Cat Games' David Johnston reveals how working with the best of intentions and inspiration can have a bad commercial result when the cards fall in the wrong places creatively and business-wise.
Business/Marketing, Design, Postmortem, Production, Indie