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August 28, 2014
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August 28, 2014
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Selling a game before it's 'done': Tips and insight for paid alphas Exclusive  
by Kris Graft [08.28.14]
These days, some of the most successful games out there aren't even out yet. Developers engaged in notable paid alpha campaigns share their experiences so far in a roundtable Q&A.
Business/Marketing, Design, Production, Console/PC, Indie, Exclusive

Game Design Deep Dive: Amnesia's 'Sanity Meter' Exclusive 10
by Thomas Grip [08.27.14]
Amnesia: The Dark Descent's "sanity meter" feature was born out of darkness. Creative director Thomas Grip explains the evolution of the meter's design.
Design, Console/PC, Exclusive

Designing achievements: How good should I be at my own game? 10
by Gamasutra Community [08.27.14]
"As a game maker, I wouldn't feel comfortable releasing a game that I could not beat, but does the same hold true for achievements?"
Design, Console/PC, Indie

Cheap beer and the psychology of PlayStation Now pricing 18
by Gamasutra Community [08.26.14]
A look at why Sony's PlayStation Now pricing seems baffling: "For just two more dollars you can get the game for 7 days -- that's 164 additional hours. So why even have a 4 hour option that nobody is going to pick?"
Business/Marketing, Console/PC

Don't Miss: Composition in level design - An in-depth examination 7
by Gamasutra Community [08.27.14]
A comprehensive look at what goes into creating first person shooter levels for a sense of visual composition -- and what that means in terms of guiding players to experience your gameplay best.
Design, Art, Console/PC, Indie

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!
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

All I needed to know (about games) I learned from Dungeons & Dragons 4
by Gamasutra Community [08.27.14]
A lecture from designer and educator Lewis Pulsipher that showcases how Dungeons & Dragons contains the seeds of wisdom for designing games -- and challenges much of today's triple-A conventional wisdom.
Design, Console/PC, Indie

How the Jagged Alliance 2 developers dealt with '90s gun culture  
by Alex Wawro [08.27.14]
An interesting excerpt from game industry veteran Darius Kazemi's book on Jagged Alliance 2 elucidates how the game drew upon -- and later shied away from -- contemporary gun culture.
Business/Marketing, Design, Console/PC


Gamasutra Explains: The YouTuber Phenomenon 19
by Christian Nutt [07.31.14]
What do YouTubers do? Who are they? Why does it matter to you? Gamasutra looked into the phenomenon and created a handy guide so you can get up-to-speed on it.
Business/Marketing, Console/PC, YouTube

Sponsored: 'Sweat, Swearing and Tears' - A new documentary series on indie game developers 8
by Jocelyn Moffatt [07.07.14]
Patrick Haynes, Founder and Executive Producer at Fatbelly Productions, speaks about his experience working with Barking Mouse Studio and Autodesk on a new indie game-focused documentary series.
Console/PC, Indie, Sponsored Feature, Smartphone/Tablet, Mobile Games

Postmortem: The Chinese Room's Amnesia: A Machine for Pigs 22
by Peter Howell [05.23.14]
A look back at the development of Amnesia: A Machine for Pigs from the perspective of The Chinese Room, and which focuses on not just its development but the collaboration with series creator Frictional Games.
Design, Postmortem, Production, Console/PC, Indie

'Roguelikes': Getting to the heart of the it-genre 18
by Christian Nutt [05.21.14]
Over the last year, the roguelike has become the it-genre. Gamasutra speaks to developers to get to the heart of its appeal.
Business/Marketing, Design, Interview, Console/PC, Smartphone/Tablet

Friends forever: The story of Sportsfriends 1
by Mike Rose [05.05.14]
Douglas Wilson and Bennett Foddy talk us through how Sportsfriends came about, from the troubles of publishing J.S. Joust on its own, to finding the perfect four games for the package.
Design, Postmortem, Production, Console/PC, Indie, Crowdfunding, Advanced Input and Output


A Brief Study in Competitive Console Evolution  
by Charlotte Walker [08.28.14]
As game designers and programmers, we need to understand the console and gaming market and its constant evolution. The competition in the video game market is only becoming more intense, and there are new contenders in the field.
Business/Marketing, Console/PC, Smartphone/Tablet

Dynamic 2D Character Lighting  
by Oliver Franzke [08.28.14]
Good lighting can improve the visual quality of a game significantly. In this blog post I’ll describe various techniques for dynamic 2D character lighting that are very easy to implement and don’t require any additional assets (e.g. normal maps).
Programming, Art, Console/PC, Indie, Smartphone/Tablet

Square Enix too lazy to pay for games anymore?  
by Johnathan Lackovic [08.28.14]
Why is Square Enix too lazy to pay for games anymore?
Business/Marketing, Design, Production, Console/PC, Serious, Indie

CounterStrike GO streamer the subject of latest incident of "Swatting"  
by Zachary Strebeck [08.27.14]
On August 27, a SWAT team responded to a threat at the offices of gaming group The Creatures in Littleton, CO. The threat, however, was fake, the latest incident of a prank known as “swatting.”
Business/Marketing, Console/PC, Serious, Social/Online

Rude Bear RPG: Postmortem  
by Alex Rose [08.27.14]
A discussion of Rude Bear RPG, which was made in one weekend at Insomnia52 Gaming Festival for Ludum Dare 30.
Design, Programming, Console/PC


Monochrome LLC — Aptos, California, United States
[08.28.14]
Senior Programmer


Monochrome LLC — Aptos, California, United States
[08.28.14]
Level Designer


Monochrome LLC — Aptos, California, United States
[08.28.14]
Lead Audio Designer


Infinity Ward / Activision — woodland hills, California, United States
[08.28.14]
Build Engineer-Infinity Ward
See job description.

Cloud Imperium Games — Austin, Texas, United States
[08.27.14]
Lead Network Engineer
Cloud Imperium is looking for a Lead Network Engineer to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — Santa Monica, California, United States
[08.27.14]
Animation Programmer
Cloud Imperium is looking for an Animation Programmer to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — SANTA MONICA, California, United States
[08.27.14]
Art Director
Cloud Imperium is looking for an Art Director to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — SANTA MONICA, California, United States
[08.27.14]
Audio Director
Cloud Imperium is looking for an Audio Director to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — Austin, Texas, United States
[08.27.14]
Lead Software Engineer
Cloud Imperium is looking for a Lead Software Engineer to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — SANTA MONICA, California, United States
[08.27.14]
Senior Producer
Cloud Imperium Games is seeking an accomplished Senior Producer for our Santa Monica, CA studio.