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May 28, 2017
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Why do devs love Slack, and how do they get the most out of it? 5
by Chris Priestman [05.26.17]
Gamasutra asked game devs from around the world in a variety of disciplines what they like (and don't like) about Slack, how it helps them do their jobs better, and how they get the most out of it.
Business/Marketing, Production, Console/PC, Indie

Epic's Unreal Dev Grants program hands out $275k  
by Alissa McAloon [05.26.17]
The latest round of grants from the fund distributed a total of $275,000 to 17 projects that utilize or enrich the Unreal engine and its community in some way.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet

Game Design Deep Dive: Creating tension in Card Thief 2
by Arnold Rauers [05.25.17]
"In order to create what I think is most important in a stealth or heist game, I designed several game systems that all feed into the idea of creating a high tension experience."
Design, Indie, Smartphone/Tablet, Video

Game developers recount their long loading screen struggles and solutions  
by Alissa McAloon [05.25.17]
Kotaku spoke with a number of developers about the technical and sometimes strange reasons longer-than-ideal loading screens show up in modern game releases.
Design, Production, Console/PC, Indie

Postmortem: Muse Games' Guns of Icarus Alliance  
by Howard Taso & Matthew Hartman [05.24.17]
"Every mistake we have made became a lesson that was seared into our minds, and throughout the development and release of Guns of Icarus Alliance,†weíve made plenty of them."
Business/Marketing, Design, Production, Art, Console/PC, Indie, Video

Balancing unpredictability and order is key for dynamic AI, says The Occupation dev  
by Alissa McAloon [05.24.17]
Two developers from White Paper Games share how working with dynamic AI characters altered how they designed the systems powering The Occupation.
Design, Indie

Video: Owlboy dev shares advice on staying motivated -- and inspired  
by Staff [05.26.17]
At GDC 2017, D-Pad's Simon S. Andersen speaks about the trials and triumphs the team faced on their nearly decade-long dev cycle, offering fellow devs advice on how to get -- and stay -- inspired.
Production, Indie, Video, Vault

Video: A postmortem of Ska Studios' Salt & Sanctuary  
by Staff [05.25.17]
Ska Studios' Michelle and James Silva speak at GDC 2017 about their journey to releasing Salt & Sanctuary, a 2.5D Souls-alike that was self-published across multiple platforms.
Design, Production, Art, Indie, Video, Vault

The Divide Between Consumers and Game Designers 6
by Josh Bycer [05.26.17]
Today's post looks at the knowledge gap between consumers and designers, and if there is an easy way to close it.
Design, Console/PC, Indie

Downside of Indian Game Developers and Surfacing up!  
by Vijay Srinivasan [05.26.17]
Indian games industry is abundant with talent but not without the shortcomings. A quick look into the downside of the Indian games Industry from my perspective and potential solutions to improve upon the issues to reach the next level.
Business/Marketing, Production, Indie

Building system in Band of Defenders  
by Jakub Dockal [05.25.17]
Building system is core mechanic in our upcoming FPS with TD elements called Band of Defenders. And it wasn't easy to make it as simple and fun as possible.
Design, Indie

10 Interesting Game Mechanics Every Game Developer Should Know  
by Ben Sim [05.25.17]
Game mechanics are rules or systems in a game. Itís what makes a game unique from the others. Aside from the story, itís one of the things that people will remember most after they play a game.
Production, Indie

Illusion of choice is better than choice: choices and illusions as narrative mechanics 2
by Barisbi Alborov [05.25.17]
In 2012 two prominent narrative driven games were released: Mass Effect 3 and Telltaleís The Walking Dead. Both games are built on one promise: your choices matter. One is considered to be great and the other not so much. Why? Let's try to find out.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

Twisted Pixel Games — Austin, Texas, United States
Senior Animator

Sucker Punch Productions — Bellevue, Washington, United States
Graphics Programmer

Steel Crate Games — Ottawa, Ontario, Canada
Game Studio Operations Manager

Super Evil Megacorp — San Mateo, California, United States
Software Engineer

Super Evil Megacorp — San Mateo, California, United States
Senior Software Engineer