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December 18, 2014
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Postmortem: Xeodrifter, a five-month Metroidvania project 3
by Gamasutra Community [12.18.14]
Renegade Kid's Jools Watsham delivers a comprehensive take on the emergency project his studio needed to get out by the end of 2014: What went into it, and what came out of it -- right and wrong.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Gamasutra's Best of 2014: Christian Nutt's Top 5 Games  
by Christian Nutt [12.18.14]
A surprising year for Gamasutra editor Christian Nutt, who ended up loving games he wasn't even anticipating -- all smaller in scope but better in execution than the big guys' titles.
Design, Console/PC, Indie

Gamasutra's Best of 2014: Alex Wawro's Top 5 Games 1
by Alex Wawro [12.18.14]
As the temperature drops and the game industry continues its sleepy shuffle through the holiday season, many of us turn to reflect on a simple question: what the hell was this year in games all about?
Design, Console/PC, Indie, Smartphone/Tablet

Gamasutra's Best of 2014: Kris Graft's Top 5 Games 5
by Kris Graft [12.17.14]
Look past the conflict in 2014, and you'll see an incredible amount of great games for all kinds of tastes.
Console/PC, Indie, Social/Online, Smartphone/Tablet

The agile principles of game design and development 3
by Gamasutra Community [12.18.14]
"Letís face it -- the Agile Manifesto is very much Software Engineer focused. This redrafting is a bit of an experiment in changing the principles to make sense for game design/development."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

5 events that shook the game industry in 2014 77
by Alex Wawro, Kris Graft [12.16.14]
As the year winds down around us, we zero in on five specific events that rocked the industry in 2014.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The Top 10 Game Developers of 2014 46
by Staff [12.11.14]
With 2014 coming to a close, it's time for our end of year roundups, starting with perhaps our most important annual list: The Top 10 Game Developers of 2014.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

The 5 trends that defined the game industry in 2014 19
by Kris Graft [12.15.14]
2014 was...something. But it was more than just groups of people at each others' throats over their opinions on video games.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet


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

The ups and downs of doing online multiplayer as an indie 13
by Mike Rose [05.12.14]
Including online multiplayer is a difficult task, particularly for small teams. We speak to indies who've been in the trenches to get their take.
Design, Indie

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

How Octodad turned a group of strangers into best friends 4
by Mike Rose [01.29.14]
When 18 strangers were thrown into a room together, Octodad was born. Now three years later, the Young Horses team is about to bring it to fruition.
Indie


New Game Project!  
by Casey Sinclair [12.17.14]
Just rambling about a dungeon game I am creating.
Design, Indie

Game a Week: Year In Review 1
by Adriel Wallick [12.17.14]
After completing the journey to create a game a week for an entire year, it's time to examine how it went and the personal outcomes of the challenge.
Design, Programming, Production, Indie

This isn't Censorship, it's Intelligence 4
by Ryan Morrison [12.17.14]
You've probably seen by now that Hatred has been pulled by Steam. In what shouldn't be much a surprise, a game trying to cross the line, well, crossed the line. Here's why that's a great thing.
Business/Marketing, Design, Art, Console/PC, Serious, Indie, Social/Online

How the Indie Market has Blocked Cloning 1
by Ulyana Chernyak [12.17.14]
Today's post examines how the PC Indie market has been combating the issue of cloning that has plagued mobile development thanks to a focus on quality. However what has helped against cloning also makes it hard to release titles on the mobile market.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Reading the Morning IndieDev Newspaper  
by Bryan Fisher [12.17.14]
While I've found some tutorials and classes to take in learning IndieDev, I wasn't sure if there should be something I read every morning. Here's my current morning IndieDev Newspaper.
Business/Marketing, Indie


Cloud Imperium Games — Austin, Texas, United States
[12.18.14]
Senior Network Engineer


Cloud Imperium Games — SANTA MONICA, California, United States
[12.17.14]
Senior Producer


Cloud Imperium Games — Austin, Texas, United States
[12.17.14]
Release Engineer


Cloud Imperium Games — Santa Monica, California, United States
[12.17.14]
Lighting Artist


Cloud Imperium Games — Austin, Texas, United States
[12.17.14]
Server/Backend Engineer


Cloud Imperium Games — Austin, Texas, United States
[12.17.14]
Gameplay Engineer


Cloud Imperium Games — Santa Monica, California, United States
[12.17.14]
Gameplay Engineer


Cloud Imperium Games — Santa Monica, California, United States
[12.17.14]
Senior VFX Artist


Cloud Imperium Games — Austin, Texas, United States
[12.17.14]
Associate Producer


Cloud Imperium Games — Santa Monica, California, United States
[12.15.14]
Design Director