Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 24, 2016
arrowPress Releases
May 24, 2016
PR Newswire
View All
View All     Submit Event






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


Michael Brough: Tight constraints freed up the design of Imbroglio  
by Joel Couture [05.24.16]
From the 7X7 grid of Corrypt and the 6X6 of 868-HACK, Michael Brough's play spaces have continually shrunk. His new game Imbroglio is even more constrained: a 4X4 grid. Constraints can be freeing.
Design, Indie

Inks turns pinball into a canvas for gorgeous abstract art 1
by Jennifer Allen [05.23.16]
“I wanted the levels to look like they could be printed and hung on the wall," says developer Luke Whittaker. "It’s basically about making a beautiful experience for people.”
Design, Art, Indie, Smartphone/Tablet, Video

GDC Europe 2016 calls for Innovative Games Showcase submissions  
by GDC Staff [05.23.16]
GDC Europe 2016 organizers have opened call for submissions to the third annual European Innovative Games Showcase at the Cologne, Germany show this August.
Audio, Business/Marketing, Design, Programming, Production, Art, Indie, GDC Europe

Global Accessibility Awareness Day: What we learned  
by Gamasutra Community [05.23.16]
"I've also been keeping an eye out for game accessibility related tweets, articles and so on, and have listed the ones I've come across below."
Business/Marketing, Design, Console/PC, Indie, Smartphone/Tablet

This week in video game blogging: Health and nature  
by Gamasutra Community [05.19.16]
This week, our partnership with game criticism site Critical Distance brings us picks from Zoya Street on how games are finding new ways to portray health.
Design, Console/PC, Indie

Every decision is wrong: Portraying social anxiety in a game 2
by Joel Couture [05.18.16]
How do you capture what social anxiety feels like? Make a game about difficulty of completing a simple task when every action feels like a misstep and all options seem to result in awful outcomes.
Design, Production, Indie, Smartphone/Tablet, Video

Blog: The simple reason multiplayer doesn't work for all games 2
by Gamasutra Community [05.18.16]
"If lots of others are playing a game's multiplayer -- great! By jumping in and playing too, you're likely to have a great time with it. If there aren't a lot of others playing..."
Business/Marketing, Production, Console/PC, Indie

Apple backtracks, publishes politically sensitive iOS title as a game 2
by Chris Kerr [05.23.16]
Apple has backtracked on its decision to pull Palestinian title, Liyla and The Shadows of War, from the App Store "games" section due to politically sensitive content.
Business/Marketing, Indie, Smartphone/Tablet



Game Engines: Past, Present and Future (part 2) 1
by Kevin Normann [05.23.16]
A look at coming "cloud based" game development methods compared to traditional development from the perspective of one veteran video game developer. This article is intended to be informative to non-developers as well as developers.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, VR

Budgeting for Audio in Your Game's Crowdfunding Campaign  
by Kole Hicks [05.23.16]
In this article I'll walk you through the process of determining the potential audio costs of your project; specifically when figuring out your crowdfunding goal.
Audio, Business/Marketing, Production, Indie

Procedural Generation - Panacea or Poison?  
by Attila Branyiczky [05.23.16]
Procedural Generation systems can be used to create nearly limitless play experiences, but can an algorithm create an experience as compelling as one that is hand-crafted by a designer or will it be stuck making safe guesses?
Design, Programming, Console/PC, Indie

Achievements are Permission  
by Christopher Gile [05.23.16]
Achievements are a part of the game and can warp a player's experience of it. This is both a good and a bad thing.
Design, Console/PC, Serious, Indie

Game Writing: Designing Non-Linear Game Narratives  
by Kade Dunn [05.23.16]
A summary of the narrative design process in RPG Maker VX Ace.
Design, Indie


The Odd Gentlemen — Pasadena, California, United States
[05.23.16]
King's Quest - Cinematic Animator


Age of Learning, Inc. — Glendale, California, United States
[05.18.16]
Producer, Child Experience


Thekla Inc. — San Francisco, California, United States
[05.18.16]
3D Artist/Animator


Age of Learning, Inc. — Glendale, California, United States
[05.17.16]
Service Desk Technician


Age of Learning, Inc. — Glendale, California, United States
[05.17.16]
QA Tester


The Behemoth — San Diego, California, United States
[05.17.16]
If you write super awesome code, we want you to work with us!
Super Awesome Senior Programmer

The Research Centaur — San Diego, California, United States
[05.17.16]
QA Test Lead to beat stuff up!
The Behemoth/The Research Centaur is looking for a QA Test Lead!

Hinterland Studio Inc. — Cumberland, British Columbia, Canada
[05.15.16]
Gameplay Animator


Hinterland Studio Inc. — Cumberland, British Columbia, Canada
[05.15.16]
Sandbox Gameplay Designer


Hinterland Studio Inc. — Cumberland, British Columbia, Canada
[05.15.16]
Technical Animator