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October 13, 2015
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October 13, 2015
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Architecture in video games: Designing for impact in The Witness 8
by Gamasutra Community [10.12.15]
Deanna Van Buren, the architect who collaborated with Jonathan Blow on The Witness, explains how her art could contribute to games that feel and look more real and compelling.
Production, Art, Console/PC, Indie

Mixing suspense, absurdity and FMV in A Stranger Comes Calling  
by Joel Couture [10.12.15]
Paul Franzen's FMV game A Stranger Comes Calling begins with a mysterious knock on the door. Then it spirals out in a lot of bizarre and hilarious directions.
Design, Console/PC, Indie, Video

Blog: You won't finish your game 13
by Gamasutra Community [10.12.15]
"You won’t finish your game. No, really. You probably won’t. Just give up now because you are wasting your time."
Business/Marketing, Indie

MaxPlay's new game engine aims to be 'Google Docs for game devs'  
by Alex Wawro [10.12.15]
A new challenger stepped into the game engine arena today: MaxPlay, a game technology company that aims to entice developers into using its “cloud-based” collaborative game development platform.
Production, Console/PC, Indie, Smartphone/Tablet

Firewatch designer calls on devs to speak up to their governments 1
by Alex Wawro [10.09.15]
Campo Santo's Nels Anderson wants to see the game industry's concerns better represented in government, and he's gone so far as to launch his own local "voter mobilization and information initiative."
Business/Marketing, Console/PC, Indie, Smartphone/Tablet

Effective game coding principles: 'Ya ain't gonna need it' 7
by Gamasutra Community [10.09.15]
"This principle comes into play when you're programming something that you're guessing you might need at some point in the future. The basic premise is that generally speaking, you aren't going to need it."
Programming, Console/PC, Indie, Smartphone/Tablet

So you're going to be an indie parent 15
by Gamasutra Community [10.07.15]
"Lately I feel like I’ve been having the same conversation over and over. This conversation starts like this: 'We’re having our first child soon! We’re excited but sort of terrified. How does this work?'"
Business/Marketing, Indie

Creating joy: How Butt Sniffin Pugs came to life 1
by Gamasutra Community [10.08.15]
"If we could catalyze a multiplayer experience that revolved around joy, not only would it be memorable, but it would be fulfilling for us as developers! What better way to feel good about your game?"
Design, Production, Indie

Postmortem: Pinball-RPG hybrid Rollers of the Realm 6
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 14
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

Rebuilding Tutorials  
by Tom Smith [10.12.15]
Game design dissection of the tutorial methods used in Rebuild 2.
Design, Indie, Smartphone/Tablet

Calculating The True Cost of XO's Kickstarter Rewards  
by Brian Jamison [10.12.15]
Having heard too many horror stories about Kickstarter reward costs running wildly over budget, I set out to create a planning tool to help us project all of the reward costs in our campaign. After a lot of trial and error, I present the Kickulatron!
Business/Marketing, Indie

3 Things Marketing My Indie Game Taught Me  
by Raghav Mathur [10.12.15]
I'm the marketing lead at Black Shell Games. I've had the pleasure of working on several games and I've definitely learned a lot. Here are the three most important lessons I learned that I think everyone should keep in mind when diving into development.
Business/Marketing, Production, Indie

Demetrios is a remake!  
by Fabrice Breton [10.12.15]
I started and finished development of my game 15 years ago, when I was...15. Now I'm recreating it from scratch! An interesting comparison :)
Audio, Design, Programming, Production, Art, Console/PC, Indie

Constructive Retreat: Learning When to Quit  
by Vasileios Karavasilis [10.12.15]
We learn early on that you must finish your game no matter what. Is there really no situation in which you should abort development?
Design, Production, Indie

Zindagi_Games — Camarillo, California, United States
Senior Mobile Game Designer Needed!
Zindagi Games is looking for Mobile Game Designers!

Loot Crate — Los Angeles, California, United States
Lead Game Developer

Imangi Studios — Raleigh, North Carolina, United States
Environment Artist
WeÂ’re looking for a highly creative, self motivated artist with solid 3D modeling, texturing, and lighting skills for environments and prop work.

Imangi Studios — Raleigh, North Carolina, United States
Senior Game Developer
This role is responsible for all aspects of building games including tools, gameplay, rendering, character control/animations, effects, management, and optimizations. In addition, senior game developers are expected to manage, mentor, and help train junior game developers.

Loot Crate — Los Angeles, California, United States
Lead Game Designer
Lead Mobile Game Designer

Limbic — Cologne, Germany
QA Lead

Mediatonic — London, England, United Kingdom
Game Designer

CodeHatch Corp. — Edmonton, Alberta, Canada
3D Artist

Poki — Amsterdam, Netherlands
HTML5 Game Developer

Southern New Hampshire University — Manchester, New Hampshire, United States
Game Programmer - Faculty