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July 30, 2016
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July 30, 2016
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Videoball, and the challenge of designing (and selling) simplicity 2
by Joel Couture [07.28.16]
"It's about shapes and its about visibility. It's designed for legibility. Everything is designed for the eyes - for human eyes to be comfortable."
Business/Marketing, Design, Art, Console/PC, Indie, Video

Writing romances in (non-romance) games 8
by Gamasutra Community [07.27.16]
Ex-BioWare video game writer Alex Free (Star Wars: The Old Republic, Shadow Realms) explores the unique challenges writers face in creating meaningful romances for video games.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Q&A: Stifled dev on building a horror game around sound 1
by Jeremy Ooi [07.28.16]
Gattai Games' Stifled plunges players into darkness, and forces them to find their way using echolocation--that is, making sounds through a microphone.
Design, Production, Art, Indie, Video

Q&A: Creating the hacker-cyberpunk game Quadrilateral Cowboy 4
by Richard Moss [07.25.16]
Brendon Chung's puzzle-heavy first-person retrocyberpunk adventure title, out today, has you firing up a 56K modem to hack like it's 1996. He talks us through the four-year process of making of the game.
Design, Console/PC, Indie, Video

Don't Miss: Quadrilateral Cowboy and good old-fashioned digital bliss 1
by Leigh Alexander [07.29.16]
Now that Quadrilateral Cowboy is finally out, it's a good time to revisit this 2014 conversation with developer Brendon Chung about his design influences, and the game's soft machine charm.
Design, Console/PC, Indie

Unity 5.4 sees a stable release, and a beta of 5.5 is in the works  
by Alex Wawro [07.28.16]
Just a quick heads-up for Unity develeopers†that the game engine company has today taken the "beta" tag off Unity 5.4 and made it available to devs as a stable release.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Get a job: Double Fine Productions is hiring a Lead Animator  
by Staff [07.27.16]
Double Fine, the studio responsible for Headlander, is looking for an experienced game animator to take a lead role at its San Francisco HQ and contribute to development of Psychonauts 2.
Art, Console/PC, Indie, Recruitment

Don't Miss: Boss battle design and structure 29
by Mike Stout [07.27.16]
Designer Mike Stout breaks down the boss battle into 8 beats, and runs 2 notable ones -- Ocarina of Time's Ganon and Portal's GladOS -- through a thorough design analysis in this timeless post.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Post-Mortem: Discover O - Design with Data  
by Surojit Roy [07.29.16]
Discover O was a super casual game on the surface, but for anyone coming into mobile game development afresh, this post will give you an inside look at the systematic process that goes into building, publishing and measuring a mobile game.
Business/Marketing, Design, Production, Art, Indie, Smartphone/Tablet

Markets and You  
by Yik-Sian Seow [07.29.16]
This was a post on the Worthless Bums blog on 27 August 2015. It covers what games are in terms selling them and provides a brief overview of actions to take when marketing your game online. Original Post:
Business/Marketing, Serious, Indie

Furi: some tough design decisions striving to make a memorable game 2
by Emeric Thoa [07.29.16]
Following the launch of Furi - the boss rush game for PC/ PS4 - Emeric Thoa is sharing thoughts on some of the hard design decisions behind making a game that's not meant to please everyone but strives to create strong memories for its intended audience.
Design, Console/PC, Indie

Flat Kingdom post-mortem. 30 months of learning and shaping our first indie game. 1
by Gerardo Garcia [07.29.16]
Redesigning the main character of a game after launch is something very rarely seen in games, especially after 30 months of development. In this article we analyse the story and reasons behind this and other steps we took in Flat Kingdom.
Business/Marketing, Design, Production, Console/PC, Indie

Character Design in Moribund (graphical and technical)  
by Mike Papagathangelou [07.29.16]
Starting a project can be sometimes overwhelming. How should the graphics be? What should be the style? What should we focus on? On the following post we share our approach on the matter.
Design, Production, Art, Console/PC, Indie

Age of Learning, Inc. — Glendale, California, United States
Director of Operations

YAGER Development GmbH — Berlin, Germany
Tools Programmer (f/m)
We seek the talent of a seasoned and passionate Tools Programmer for our current AAA F2P project Dreadnought.

Digital Extremes — London, Ontario, Canada
Gaming/Technical Recruitment Manager (Will consider remote!)
Gaming/Technical Recruiitment Manager

Fun Bits Interactive — Seattle, Washington, United States
AI/Gameplay Programmer
AI/Gameplay Programmer

Fun Bits Interactive — Seattle, Washington, United States
Sr Rendering/Graphics Programmer
Sr Rendering/Graphics Programmer

Sucker Punch Productions — bellevue, Washington, United States
Environment Artist

Sucker Punch Productions — bellevue, Washington, United States
Senior Environment Artist

Giant Army — Seattle, Washington, United States

Sucker Punch Productions — bellevue, Washington, United States