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September 2, 2014
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September 2, 2014
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Bringing your game to Gamescom: An Indie Megabooth diary 2
by Gamasutra Community [09.01.14]
For a whole week, we were guests in a wild mix of games, Let's Play shows and character cosplay. We were also part of the famous Indie Megabooth.
Business/Marketing, Console/PC, Indie

Dynamic 2D character lighting 6
by Gamasutra Community [08.29.14]
Double Fine programmer Oliver Franzke writes about the technique used in Broken Age to "integrate Shay into (the beautiful) world" with character lighting.
Programming, Art, Console/PC, Indie

Video: #1ReasonToBe inspires European devs at GDC Europe 2014  
by Staff [08.29.14]
GDC Europe 2014 saw the triumphant European debut of one of the most popular GDC sessions: the #1ReasonToBe panel, a raucous celebration and exploration of gender and alternative voices in games.
Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet, GDC Europe, Video

Selling a game before it's 'done': Tips and insight for paid alphas Exclusive 8
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

How I teach game design: Games and rules 3
by Gamasutra Community [08.29.14]
NYU's Eric Zimmerman: A rules-centric approach is a very dry and restrictive way of looking at game design. Itís a formal approach to game design (more on that below). But itís often incredibly useful."
Design, Console/PC, Indie, Smartphone/Tablet

'Gamers' don't have to be your audience. 'Gamers' are over. Exclusive 202
by Leigh Alexander [08.28.14]
'Game culture' as we know it is kind of embarrassing -- itís not even culture. Itís buying things, spackling over memes and in-jokes repeatedly, and itís getting mad on the internet.
Business/Marketing, Design, Programming, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet, Exclusive

IGDA issues statement condemning harassment  
by Christian Nutt [08.28.14]
The International Game Developers Association responds to events where developers and other industry members have been "the subject of harassment and 'doxxing' attacks."
Business/Marketing, Console/PC, Indie

Video: Miegakure dev offers perspective on designing 4D movement 5
by Alex Wawro [08.28.14]
A new promotional video for Marc Ten Bosch's 4D puzzler Miegakure seeks to explain how the game implements four-dimensional movement as a puzzle-solving mechanic.
Design, Console/PC, Indie, Video


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 11
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


"Running down corridors" : First steps in a game inspired by Dr Who  
by Joe Cutting [09.02.14]
Inspired by Dr Who, I'm looking at making an action game with no guns, but a lot of running down corridors. The first steps include four working prototypes which test different game play approaches.
Design, Indie, Social/Online, Smartphone/Tablet

On Desert Golfing and naming my company  
by Randy OConnor [09.01.14]
Randy enjoys an evocatively open-ended golf game while struggling with whether he should place his games under a moniker.
Design, Indie

Level design "dramas", or: "what does Super Mario Bros. 3 level 4-6 have in common with and Half Life 2 episode 2?"  
by Hamish Todd [09.01.14]
Memorable experiences are not just about "good things happenning" and "bad things happenning"; they are about complex feelings, "dramas". Dramas are what this article will look at: one from Super Mario Bros. 3, and one from Half Life 2 Episode 2.
Design, Production, Console/PC, Serious, Indie, Smartphone/Tablet

On Internet Wars: Managing Conflict as a Developer in the Gaming Community  
by Mona Ibrahim [09.01.14]
This article is designed to help developers get a grip on the online conflicts that seem rampant in our industry. It includes reasons why you should not be shamed out of censoring, and ways to address your fans and followers without fanning flames
Business/Marketing, Serious, Indie, Social/Online

The Other Reason to Avoid F2P  
by Mickey Blumental [09.01.14]
The free to play business model compromises the design integrity of the game in order to make the game more commercially viable. With our latest game, Betty Boop Bop, we learnt that is not always the case.
Business/Marketing, Design, Indie, Social/Online, Smartphone/Tablet


Cloud Imperium Games — Santa Monica, California, United States
[09.01.14]
Technical Animator


AtomJack — Seattle, Washington, United States
[08.29.14]
Level Designer


Digital Extremes — Costa Mesa, California, United States
[08.28.14]
SEO & CRM Specialist


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


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!