Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
July 23, 2017
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


The absurdity and optimism of Everything Is Going To Be OK 1
by Joel Couture [07.21.17]
Nathalie Lawhead's indie title Everything is going to be OK explores dark, horrible life events through a lens of relentless optimism and humor, facing down soul-crushing horror with absurd cheer.
Design, Console/PC, Indie

Antihero, Wandersong among 2017 PAX 10 indie showcase picks  
by Alissa McAloon [07.20.17]
The organizers behind the Penny Arcade Expo’s Seattle chapter have named the colorful cast of indie games set to be featured in this year’s PAX 10 showcase.
Indie

Don't Miss: Making a multi-character RPG narrative in Supergiant's Pyre 4
by Staff [07.20.17]
"We got excited by the idea of the player getting close to an interesting cast of characters over the course of a grand journey, and having some impact over what happened to them," says Supergiant's Greg Kasavin.
Design, Console/PC, Indie

Video: Avoiding the scourge of 'evil data' in playtesting  
by Staff [07.21.17]
At GDC 2017, indie dev Adriaan de Jongh shares all the "evil data" he gathered in 6 years of playtesting 8 games and offers practical advice for playtesting your game effectively.
Production, Console/PC, Indie, Video, Vault

Don't Miss: A look back at the development of Ori and the Blind Forest 5
by Staff [07.21.17]
The CEO of Moon Studios pours his heart out in a lengthy postmortem of what went right -- and wrong -- during the 4-year development of Super Metroid-inspired Ori & The Blind Forest.
Audio, Design, Programming, Production, Art, Indie

Gigantic dev makes a case for why games should look like candy 1
by Alex Wawro [07.20.17]
"Candy is completely engineered to entice you to pick it up," says Gigantic lead concept artist Vinod Rams in a recent livestreamed chat about the game's design, development, and alluring art style.
Art, Console/PC, Indie, Social/Online, Video

Devs open up about the agony and the ecstasy of fixing bugs 1
by Alex Wawro [07.19.17]
"Any bug that's in my game, unless it's in the sound middleware, will be my mistake, where I've fucked up," Positech Games' Cliff Harris says in a new Eurogamer feature about why bugs happen, and how devs deal with them.
Console/PC, Indie

Video: Practical tips on how (and why) to focus your indie dev career  
by Staff [07.19.17]
At GDC 2017 indie dev Jenn Sandercock breaks down how, just like a game jam theme, a set of constraints can help guide your overall career as an indie developer in the direction you want to go.
Design, Indie, Video, Vault



Skip the “Game vs Story” and “Entertainment vs Practical-Utility” Traps: The Anatomy of Compelling Experiences  
by Felipe Lara [07.21.17]
Rather than thinking about your game in terms of "game vs story" it is more useful to think of it as an experience. Some experiences are great because of their agency, some because of what they mean, and some because they help us solve a practical problem
Design, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

Player motivation, part 1: Biological foundation of emotions 1
by Andrii Goncharuk [07.21.17]
This article serves only one purpose, explain in a simple way on how our memory works and how it’s affected by hormones and neurotransmitters. Why? To explain why and how psychological models works.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, VR

Why we will never show ads in our mobile games  
by Andreas Papathanasis [07.21.17]
Despite the mobile market being challenging and full of uncertainty, we are comfortable staying far away from one of the most popular ways to make money in it.
Business/Marketing, Indie, Social/Online, Smartphone/Tablet

Planes of vulnerability in Commander Keen 5 2
by Pieter Smal [07.21.17]
In this essay Pieter Smal discusses the planes of vulnerability in id Software's ultimate platformer.
Design, Serious, Indie

Towards Better Gamepad Text Input  
by Charlie Deck [07.21.17]
The on-screen keyboard for consoles has barely changed in thirty years. Learn the history of gamepad text input, from the NES to the PS4. Then I'll describe how I iterated towards something better for my local co-op language-learning action game.
Design, Programming, Console/PC, Serious, Indie


Tilting Point — New York, New York, United States
[07.19.17]
VP of Marketing
Add your extensive years of experience, creativity, vision, and knowledge to a passionate and expert team, accelerating the growth of an exciting business by joining us as our leader in marketing! At Tilting Point, we’re passionate about redefining game publishing to put developers first in mutually beneficial partnerships. As our VP of Marketing, you will develop and own the global vision and strategy to successfully showcase our approach, our services, and our games to the world.

Ghost Story Games — Westwood, Massachusetts, United States
[07.14.17]
QA Tester
Ghost Story Games is looking for a temporary embedded QA Tester. In this role, you will support and validate the development of our next title, which can include testing around game development tools and pipelines.

Sucker Punch Productions — Bellevue, Washington, United States
[07.05.17]
Senior Environment Artist


Sucker Punch Productions — Bellevue, Washington, United States
[07.05.17]
Senior Mission Designer
Senior Mission Designer

www.gritworld.com — Frankfurt am Main, Germany
[06.28.17]
C++ Developer