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May 22, 2015
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How to use Photoshop Layer Styles: An advanced guide for game illustrators 2
by Gamasutra Community [05.22.15]
"If you're like many Photoshop users, you might not use Layer Styles much. Or maybe you think that they're only good for cheesy bevel and drop shadow effects. Actually, Layer Styles can be very powerful."
Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Tackling mental illness in game design: A Vanishing Point postmortem  
by Gamasutra Community [05.22.15]
A tough task: Representing mental illness with respect and relevance. "Vanishing Point lacked the laser-precise direction to unite its constituent parts into something thematic, relevant, and positive."
Production, Console/PC, Indie

Point-and-click in the age of touch: Interface design for adventure games  
by Gamasutra Community [05.22.15]
"Create something new nobody has seen before that ultimately fits your game! Seriously! I'd like to encourage that! There should be more adventure games with innovative and new interfaces."
Design, Console/PC, Indie, Smartphone/Tablet

Armor for dummies, and/or game developers 37
by Gamasutra Community [05.21.15]
A crash course in realistic armor design, since "some game character designers, not having to deal with physical items or the dangers of real battle, don't quite grasp some of the basics of functional armor design."
Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

Making a VR game ASAP: Galaxy Grapple, a Gear VR jam postmortem  
by Gamasutra Community [05.21.15]
Quick iterations and gameplay experimentation: A look back at the dev process for a VR game developed under tight constraints for a competition.
Design, Production, Console/PC, Indie, Smartphone/Tablet

Don't Miss: 'Roguelikes' - Getting to the heart of the it-genre 23
by Christian Nutt [05.20.15]
Over the last few years, the roguelike has become the it-genre in games. In this classic 2014 feature, Gamasutra spoke to developers at Klei, Spry Fox and more to get to the heart of its appeal.
Design, Art, Console/PC, Indie, Smartphone/Tablet

Blog: Are missable collectibles okay, from a design standpoint? 12
by Gamasutra Community [05.20.15]
"I don't like miss-able collectibles either as a player or a designer. They aren't a thing that ruin games for me, but if they are included it will bother me."
Design, Console/PC, Indie

Creating the 'right' kind of player in the weird FPS Sub Rosa  
by Phill Cameron [05.20.15]
We talk to Cryptic Sea's Alex Austin, about developing Sub Rosa to encourage players not to shoot each other, even though they have automatic weapons and cool suits.
Design, Programming, Console/PC, Indie, Video


Postmortem: Pinball-RPG hybrid Rollers of the Realm 5
by Sean Thompson, Tony Walsh, Ericka Evans, David Evans [12.31.14]
What happens when an indie studio pulls in triple-A talent to make a game with a really weird twist? This postmortem covers the development of pinball/RPG hybrid Rollers of the Realm.
Design, Postmortem, Console/PC, Indie

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 to use Photoshop Layer Styles like a Boss - Advanced guide for game illustrators 2
by Dave Bleja [05.21.15]
Photoshop Layer Styles are very powerful and surprisingly versatile, and I use them for almost all of Spryke's graphics. In this guide, I go through various Layer Style tips & tricks, including Pseudo Color Overlays, internal Adjustment Layers and more.
Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Design 101: Complexity vs. Depth 2
by Dan Felder [05.21.15]
It's one of the most controversial topics in game design, and it's all a big misunderstanding.
Design, Console/PC, Indie, Smartphone/Tablet

We need a story! - Writing 'Salvaged'  
by Daniel Dowsing [05.21.15]
An analysis of designing Salvaged's narrative mid-way through production, of how narrative defines a game experience and the value of creative restrictions.
Design, Production, Console/PC, Indie, Smartphone/Tablet

Retention/loyalty in the nontraditional terms  
by Chris Kjosmoen [05.21.15]
A blog made by Chris Kjosmoen about my thoughts around loyalty + games.
Business/Marketing, Serious, Indie, Social/Online

Designing Valentina Kerman, a perfect badass Kerbonaut for Kerbal Space Program  
by Daniel Rosas [05.21.15]
The design of the female Kerbal characters was a process of several months. Throughout the road I found some obstacles and design problems that needed to be overcome, to the extent of creating: Valentina Kerman, the most badass Kerbonaut.
Art, Indie


Sheridan College — GTA , Ontario, Canada
[05.21.15]
Part-time Teaching Opportunities, Game Design


Windy Games — White Plains, New York, United States
[05.19.15]
Game Programmer


Filament Games LLC — Madison, Wisconsin, United States
[05.19.15]
Visual / Interaction Designer


Filament Games LLC — Madison, Wisconsin, United States
[05.19.15]
Game Engineer II


Filament Games LLC — Madison, Wisconsin, United States
[05.19.15]
Development Operations Assistant


CCP — Reykjav√≠k, Iceland
[05.19.15]
UI Designer


Zindagi_Games — Camarillo, California, United States
[05.18.15]
Mobile Game Designer
Zindagi Games is looking for Mobile Game Designers!

Torn Banner Studios — Toronto, Ontario, Canada
[05.15.15]
Senior Multiplayer Level Designer


Urthworx — New York, New York, United States
[05.01.15]
Lead Programmer


The Art Institute of Washington — Arlington, Virginia, United States
[04.30.15]
PT Video Game Programming Instructor