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December 2, 2015
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December 2, 2015
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Come to GDC 2016 to get hard data on how crunch makes games worse 1
by Staff [12.01.15]
With GDC 2016 drawing closer, conference officials are pleased to announce details of two new talks on finding success in the game industry from longtime members Bob Bates and Paul Tozour.
Design, Production, Console/PC, Indie, GDC

Adobe bids farewell to Flash, announces Animate rebranding 4
by Chris Kerr [12.01.15]
Adobe has at long last confirmed the death of Flash, announcing plans to rebrand its ageing web animation software as Adobe Animate CC early next year.
Design, Production, Indie, Social/Online, Video

Lucas Pope and the rise of the 1-bit 'dither-punk' aesthetic 5
by Richard Moss [11.30.15]
Lucas Pope is trying to capture the legibility and simplicity of great Mac games from the era of monochromatic '1-bit' Mac Plus games with Return of the Obra Dinn
Design, Art, Console/PC, Indie, History

Developer lessons from big Steam seller Big Pharma 1
by Gamasutra Community [11.30.15]
"The dust has settled since launch and I feel like I'm in a position to do a 'round-up' piece on Big Pharma, share some of the things I've learned, which range from marketing theory to specific areas of game design."
Business/Marketing, Design, Production, Console/PC, Indie

Don't Miss: Let's get real about the financial realities of indie game dev 34
by Bryant Francis [11.30.15]
There's a difference between "going indie" and independent sustainability in the world of game dev. In this classic feature, we talk to a few devs about their very real struggle to survive and thrive.
Business/Marketing, Indie

Saved from their bankrupt parent company, sim devs form new studio  
by Alex Wawro [11.30.15]
Just Flight is evidently the "new company" former Mastertronic MD Andy Payne mentioned would be spun out of the firm last week as Mastertronic sold it off to a new buyer amid bankruptcy proceedings.
Business/Marketing, Indie

Animating 3D character movement in Unity 3
by Gamasutra Community [11.27.15]
A post on using Unity and Mecanim to animate a character -- and getting it to look right -- within a 3D adventure game.
Programming, Art, Console/PC, Indie

Porting 80 Days to Unity: A technical look back 5
by Gamasutra Community [11.27.15]
When Inkle sought to port its native-app mobile hit to Unity, it brought on ex-Rocksteady console programmer Ben Nicholson. He writes here about the technical challenges of getting the game up and running in a new engine.
Programming, Console/PC, Indie, Smartphone/Tablet

The (Whole) Making of Toto Temple Deluxe  
by Yowan Langlais [12.01.15]
Throughout the development process of Toto Temple Deluxe, we published multiple articles demonstrating how we designed and coded it into the game that it is now. This is the official, centralized list of all the “making of” articles.
Business/Marketing, Design, Programming, Art, Indie

The Path to Become Agile: Part IV  
by Samy Dib [12.01.15]
Thanksgiving holidays keeps us fat and happy. This sprint was small but successful and we have started taking Beta signups.
Business/Marketing, Design, Production, Indie, Smartphone/Tablet

Making of Super Mega Baseball No.14 - Bergererer  
by Liane Howill [12.01.15]
Dan and Tobyn came aboard to help with the art, but now the development needed some help. The third programmer to join the team was Mike Sandberg. I sat down with Christian, Scott and Mike to talk about how he started on Super Mega Baseball.
Programming, Console/PC, Indie

The Many Problems of Greenlight  
by James Buckle [12.01.15]
Thinking of putting a game through Greenlight? Here are some of the problems I've been encountering trying to get my own game through.
Business/Marketing, Production, Indie

Analyzing Our Failed Kickstarter 8
by Jason Seip [11.30.15]
I attempt to suss out the major failings that contributed to our kickstarter game project generating so little funding.
Business/Marketing, Indie

DreamSail Games — New York, New York, United States
Senior Unreal Programmer

Cloud Imperium Games — Los Angeles, California, United States
Marketing Coordinator

Cloud Imperium Games — Santa Monica, California, United States
Graphic Designer (3D Render Experience Required)

Industry Games — Gilbert, Arizona, United States
Senior FX Artist

Shield Break Studios — Costa Mesa, California, United States
Community / Marketing Manager

Deck13 Interactive — Frankfurt, Germany
Head of Game Design

Cognitive Code — Los Angeles, California, United States
Senior AI Programmer, Generalist

Respawn Entertainment — Van Nuys, California, United States
Server Software Enginer (Titanfall)
Searching for a multi-talented developer with server and game programming experience.

Respawn Entertainment — Van Nuys, California, United States
Senior Level Designer (Titanfall & Unannounced Title)
Searching for experienced level designers to build the future of Titanfall and an unannounced title.

Respawn Entertainment — Van Nuys, California, United States
Senior Systems Designer (Unannounced Title)
Searching for a bang-up systems designer who wants to work on an exciting new project.