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April 23, 2014
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April 23, 2014
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Inside the indie console movement: PlayStation's Adam Boyes Exclusive  
by Brandon Sheffield [04.23.14]
What are the tastes, backgrounds and game industry experience of some of the biggest decision-makers at major console companies? We find out, starting with PlayStation's Adam Boyes.
Business/Marketing, Console/PC, Indie, Exclusive

Q&A: How self-publishing brought Age of Wonders 3 back to life Exclusive 2
by Alex Wawro [04.22.14]
In the wake of this fantasy 4X strategy game's remarkable launch, Gamasutra sits down with Age of Wonders 3 lead designer Lennart Sas to find out why the studio waited 11 years to return to its roots.
Business/Marketing, Design, Production, Console/PC, Indie, Exclusive, Video

Think you don't have the resources for user testing? Think again 2
by Gamasutra Community [04.22.14]
"User testing is critical, especially when you don’t have resources to spare. The long-term benefits far outweigh the short-term costs, and if you do it right, you'll make a better game."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

How I beat burnout and started having fun making games again 7
by Gamasutra Community [04.21.14]
An independent game developer writes about the dangers of crunch, the wonder of flow and his path from recovery to burnout.
Production, Console/PC, Indie

Electronic music for fun, games, and profit: A complete beginner's guide 5
by Gamasutra Community [04.22.14]
Paul Taylor of Mode 7 Games (Frozen Synapse) shares "the absolute basics with an emphasis on the practical rather than the theoretical" when it comes to getting started with game music.
Audio, Console/PC, Indie

Rebel Jam aims to turn a game jam disaster into something positive 4
by Mike Rose [04.22.14]
The games industry read on in collective despair last month, as it came to light that a production company had attempted (rather hideously) to film a game jam in the format of a reality television show.
Business/Marketing, Console/PC, Indie

Q&A: The weird, wacky success that is Goat Simulator Exclusive 9
by Alex Wawro [04.21.14]
Coffee Stain Studios CEO Anton Westbergh explains how a game that started out as a game jam joke became a real, tangible product, and why game developers should lighten up once in a while.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Exclusive, Video

Rehearsals and Returns: A game about conversations that'll never take place Exclusive 1
by Mike Rose [04.22.14]
Rehearsals and Returns, from Independent Games Festival 2011 nominee Peter Brinson, plays with the ideas of effort vs. rewards, life, and death.
Design, Console/PC, Indie, Exclusive, Video


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

How today's game developers come to grips with self-promotion 17
by Leigh Alexander [01.15.14]
Leigh Alexander speaks to developers who have been forced to acclimate to a world where they have to market their own games, do their own press outreach, and create their own materials.
Business/Marketing, Indie

How indies made an impact on a generation of game consoles 5
by Mike Rose [11.19.13]
Gamasutra's Mike Rose looks back on the previous console generation with a focus on the rise of the indie developer.
Indie

Revisiting Greenlight 17
by Mike Rose [11.05.13]
Gamasutra talked to a variety of developers -- some with games on Greenlight, others whose games have been through the Greenlight process and are now on Steam -- to get their thoughts on where Greenlight is now.
Business/Marketing, Console/PC, Indie, Digital Publishing

Best practices for VR, from seven devs working with the Oculus Rift 2
by Kris Ligman [10.29.13]
With the Oculus Rift serving as the forerunner in a new wave of interest in virtual reality technologies for games, Gamasutra sought out seven developers who had managed to get their hands on a development kit -- and ask how their projects are coming along.
Indie, Exclusive, Advanced Input and Output, VR


Why Minesweeper Sucks & How We Hope To Fix It  
by Jeremiah Alexander [04.22.14]
Minesweeper is a classic! Most people would agree with this statement... most! For some people however, Minesweeper simply sucks! Our soon to be released game, Grave Matters, is based on Minesweeper and this is how we are trying to make it better.
Design, Production, Indie, Smartphone/Tablet

PR monitoring - March 2014  
by Thomas Bidaux [04.22.14]
A review of the month of March in regards to the media coverage of video games and video game platforms.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

iOS vs. Google Play Sales, Early 2014 Edition 1
by Luke Schneider [04.22.14]
A look back at how iOS and Google Play (and Amazon) sales have done for Radiangames recently and in the past year, and why I'm returning to releasing lots of small games quickly.
Business/Marketing, Indie, Smartphone/Tablet

Designing "The Mating Game" in Hero Generations  
by Scott Brodie [04.22.14]
The most unique aspect of Hero Generations is the concept of finding a mate, settling down, and having a child. This article details how the system works, some of the design challenges I ran into, and how I expect the system to change over development.
Design, Console/PC, Indie

Creating the GUI  
by Armando Miguel Cerasoli Quintero [04.22.14]
A small update of what I'm currently working on: the GUI for Emancipation.
Design, Programming, Console/PC, Indie


The Digital Animation and Visual Effects School — Orlando, Florida, United States
[04.22.14]
Administrator


Petroglyph Games — Las Vegas, Nevada, United States
[04.22.14]
Visual FX Artist


Mapzen — New York (or San Francisco), New York, United States
[04.18.14]
Mobile Graphics Engineer


Fun Bits Interactive — SEATTLE, Washington, United States
[04.18.14]
Senior Engine Programmer
Fun Bits Interactive is a team of passionate and experienced game developers based in Seattle, WA! We are looking for a senior engine programmer to push our proprietary engine on next-gen consoles and beyond. This programmer would design and implement code to improve the engine’s functionality and creators’ productivity. The Senior Engine Programmer will design and implement engine technology for current and future games as well as profile and optimize code for game consoles.

Muti Labs — Santa Monica, California, United States
[04.16.14]
Senior Game Engineer


Vergeous — Santa Rosa Beach, Florida, United States
[03.25.14]
Game Programmer