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January 26, 2015
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January 26, 2015
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Postmortem: Space combat and trading sim Starpoint Gemini 2 3
by Gamasutra Community [01.26.15]
Mario Mihokovic, CEO at Croatia's Little Green Men Games, writes about what went right, wrong, and key takeaways from the development of space sim Starpoint Gemini 2.
Business/Marketing, Production, Console/PC, Indie

'If you had to pick one game for aspiring devs to study, what would it be?' 15
by Christian Nutt [01.23.15]
What game teaches you the lessons you need to know to make games? What game really matters -- and why does it matter? We asked our followers.
Design, Console/PC, Indie

Looking back, looking forward with devs of the Independent Games Festival  
by Morgan Ramsay [01.26.15]
Past Independent Games Festival finalists and winners revisit their time in the IGF, and reflect on where they are now.
Console/PC, Indie, Smartphone/Tablet

Game Design Deep Dive: The Functions of Transistor 9
by Amir Rao [01.22.15]
Supergiant launched its atmospheric action game Transistor last year. Here, developer Amir Rao explains the inspiration and design of the game's deceptively simple Function ability system.
Design, Console/PC, Indie

Unity error fix: Timestamps and assets maps out of sync 14
by Gamasutra Community [01.26.15]
One developer encounters a devastating Unity error: "My work of about three weeks was gone. I couldn’t see anything, I couldn’t do anything at all." Here's how to work around it.
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Ditch the booth! A DIY game promotion manifesto 4
by Gamasutra Community [01.23.15]
"You don't need a festival or conference or expo to show your creations. Stop waiting for marketplaces to 'solve' discoverability. Reach out to your local and surrounding communities."
Business/Marketing, Console/PC, Indie

Blog: A design dilemma in prop behavior 3
by Gamasutra Community [01.26.15]
"This turned in to more of a design rant more than a 'lesson learned' post, but one of my motivations for writing this was to hear from other designers how you approach a design challenge like this."
Design, Console/PC, Indie

Removing the bottleneck: Programming a dynamic event system 3
by Gamasutra Community [01.23.15]
"By breaking the game into simple event sequences, we're able to build a robust system that allows anyone on the team to use a drag and drop UI to implement a vast array of content instead of requesting coding time."
Design, Programming, Console/PC, Indie

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

Making my first game : a 20+ years quest. Level 4 : GOING INDIE !  
by khalil arafan [01.26.15]
Parts 6/7: Creating my own one man garage company, first mobile app and first game.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie, Smartphone/Tablet

Player Agency: How Game Design Affects Narrative  
by Josh Bycer [01.26.15]
Today's post looks at the concept of player agency or how much impact the player actually has when it comes to affecting the narrative and the problems with too much or too little agency.
Business/Marketing, Design, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

#GGJ15 in Reunion island, Postmortem  
by Thierry Brochart [01.26.15]
The GGJ was a success all around the world! And a success locally too!

Powerful C++ cross-platform game engine.  
by Jean-Claude Cottier [01.26.15]
Middleware are great tools, but you might also end-up with an amazing engine if you do it yourself. Admittedly, native and homemade technology are not for everyone, but for me, it was the perfect choice.
Design, Programming, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

My First Global Game Jam  
by Hsiao Wei Chen [01.26.15]
My first IRL game jam!
Design, Programming, Art, Indie

Cloud Imperium Games — Austin, Texas, United States
Senior Server Engineer

Cloud Imperium Games — Santa Monica, California, United States
Production Designer

Crystal Dynamics — Redwood City, California, United States
Software Engineer Audio

Cloud Imperium Games — Santa Monica, California, United States
Marketing Director

Cloud Imperium Games — Santa Monica, California, United States
Quality Assurance Lead

Bossland GmbH — Freelance, Germany
Story and Dialogue Writer

Cloud Imperium Games — Austin, Texas, United States
Associate Server Engineer

Cloud Imperium Games — Austin, Texas, United States
Reliability Engineer

Phosphor Games Studio — Chicago, Illinois, United States
Game Producer

Beachhead / Activision — Santa Monica, California, United States
Lead Unity Engineer - Beachhead
See job description.