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November 1, 2014
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Updates » Production
Blog: On the brink of a nervous breakdown 13
by Gamasutra Community [08.27.14]
A developer discovers the game he's been slaving over -- which he thought was original -- has similarities to other titles. In this post, he confronts his feelings on finding out.
Console/PC, Smartphone/Tablet, Indie, Design, Production

Reminder: GDC 2015 call for submissions closes tomorrow!  
by Staff [08.27.14]
The call for proposals for Main Conference talks, roundtables and panel sessions for the 2015 Game Developers Conference in San Francisco, CA ends tomorrow (8/28). Don't miss the deadline!
Console/PC, Social/Online, Smartphone/Tablet, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, GDC

The perils, opportunities, and responsibilities of Steam Early Access 2
by Christian Nutt [08.26.14]
Prominent Steam Early Access developers weigh in on the state of the service -- how it helps them make games, but how its reputation is beginning to hurt them, too.
Console/PC, Indie, Production, Business/Marketing

Don't Miss: Dirty Game Development Tricks Exclusive 19
by GDMag Staff [08.26.14]
From the archives of Game Developer Magazine come 9 from-the-trenches stories of designers, artists and programmers using unorthodox tricks to circumvent sticky development problems.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

Get a job: Cloud Imperium Games seeks a Technical Animator  
by Staff [08.26.14]
One of the studios working on Chris Roberts' crowdfunded space sim Star Citizen needs a technical animator to work alongside the rest of the Cloud Imperium team in Santa Monica, CA.
Console/PC, Social/Online, Art, Production, Recruitment

GDC Next adds talks on Shroud of the Avatar, Wooga's 'Hit Filter'  
by GDC Staff [08.26.14]
Shroud of the Avatar developer Starr Long gives crowdsharing advice and Wooga exec Sebastian Kriese reveals how his company's proven "Hit Filter" strategy works at GDC Next 2014 featuring ADC in November.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Design, Production, Business/Marketing, GDC Next

Black Ops to smartphones: How an artist went from AAA to mobile 1
by Gamasutra Community [08.26.14]
"Previous experiences with projects like Call of Duty: Black Ops 2 were instrumental to helping me gain a bearing in the games industry, but ultimately offered less tangible experience when applied to mobile games."
Smartphone/Tablet, Art, Production

Forging a new reality: Bungie on Destiny's art direction Exclusive 11
by Christian Nutt [08.26.14]
Senior environment artist Jason Sussman takes us on a tour of how Bungie creates worlds that are both "hopeful" and "inspiring" as well as fun and functional.
Console/PC, Art, Production, Exclusive

Don't Miss: How 80 Days redefines the mobile text adventure Exclusive 1
by Mike Rose [08.25.14]
One mobile game single-handedly changed the way Gamasutra's Mike Rose thinks about text-based adventure games: 80 Days from Inkle Studios, a non-linear tale of Phileas Fogg's famous journey.
Smartphone/Tablet, Design, Production, Business/Marketing, Exclusive

Follow your dreams! ... Or maybe, don't 38
by Gamasutra Community [08.25.14]
Defender's Quest dev Lars Doucet: "I am filled with absolute terror whenever I get a message like this in my inbox: 'You inspired me to quit my job to make indie games!'"
Console/PC, Indie, Production, Business/Marketing

Where to start when testing your video game 1
by Gamasutra Community [08.25.14]
"It will always be a priority question just which tests you will actually perform, but how do you think of all the tests that you would possibly need in the first place?"
Console/PC, Social/Online, Smartphone/Tablet, Production

Get a job: Blizzard seeks to hire a QA Analyst 2
by Staff [08.22.14]
Got some chops for technical game analysis? The folks who made Hearthstone are looking for a quality assurance analyst to join the team at Blizzard's Irvine, CA headquarters.
Console/PC, Social/Online, Production

Don't Miss: How Girls Make Games aims to shake up the industry Exclusive 9
by Leigh Alexander [08.22.14]
With help from sponsors and the expertise of Tim Schafer, Kellee Santiago and Tracy Fullerton, the Girls Make Games program has launched to resounding success, helping young girls learn game-making.
Console/PC, Social/Online, Indie, Serious, Programming, Art, Audio, Design, Production, Business/Marketing, Exclusive

GDC Next debuts talks from Halfbrick, LA's Glitch City  
by Staff [08.22.14]
GDC organizers debut talks from Halfbrick's Ramine Darabiha (Fruit Ninja) & members of the Glitch City developer collective for the future-focused GDC Next, which will be held in Los Angeles this November.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing, GDC Next

Blog: Indie game dev advice and inspiration 6
by Gamasutra Community [08.22.14]
A collection of advice from indie game luminaries. Now that you're making your own games, what should you do? These quotes and articles help keep things in perspective.
Console/PC, Indie, Design, Production, Business/Marketing

5 tips for game localization success 1
by Gamasutra Community [08.22.14]
Localization is complicated but worth the effort -- boosting your sales in foreign-language territories can be a real help. How do you prepare for it, though? This post offers helpful suggestions.
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

Get a job: Runic Games is hiring a Concept Artist  
by Staff [08.21.14]
Torchlight series developer Runic Games seeks an experienced concept artist interested in designing production concepts for a "visually cohesive and compelling fantasy game world."
Console/PC, Art, Production, Recruitment

Blog: Ludum Dare is this weekend, so here are some game jam tips! 2
by Gamasutra Community [08.21.14]
The three stages of jamming: preparation, execution, and networking -- with tips for all of them, from a prior Ludum Dare jammer.
Console/PC, Indie, Production, Business/Marketing

Don't Miss: Why I've said goodbye to mobile in favor of PC 202
by Gamasutra Community [08.21.14]
"I am fed up with the whole mobile/tablet gaming market. Iíve worked hard for three years and released two games to almost every mobile device you can think of. Never again."
Console/PC, Smartphone/Tablet, Indie, Production, Business/Marketing

The finances of a bare-bones developer  
by Gamasutra Community [08.21.14]
A look inside a small studio's works: "I think our model is valuable because it allowed us not to compromise our vision, even though our vision does not resonate with a particularly large audience."
Console/PC, Indie, Production, Business/Marketing