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March 30, 2015
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March 30, 2015
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The History of Captain Forever Exclusive 1
by Farbs [03.30.15]
Veteran indie games developer Farbs details the checkered history of his Captain Forever series of games.
Design, Programming, Production, Console/PC, Indie, Exclusive

Don't Miss: The undying allure of the Metroidvania Exclusive 18
by Christian Nutt [03.30.15]
From Axiom Verge creator Tom Happ to Symphony of the Night's Koji Igarashi, Gamasutra's Christian Nutt speaks to a swath of developers about the timeless appeal of the "Metroidvania" genre.
Design, Console/PC, Indie, Exclusive

Games, stories, and words: Can we bridge the divide in our debate? 4
by Gamasutra Community [03.30.15]
"Everyone seems to have an opinion with regards to the complicated relationship between stories and games. People fight about it often, and they’ve been fighting about it for a long time."
Design, Console/PC, Indie

Recreating inFamous: Second Son's neon run-effect in Unity 4
by Gamasutra Community [03.30.15]
"I was stunned by the effects the Sucker Punch team made in inFamous: Second Son. I wanted to mimic the particle effect from neon run power in Unity3D but to be scalable also for mobiles."
Programming, Console/PC, Indie, Smartphone/Tablet

How to create immersive game intros 3
by Gamasutra Community [03.30.15]
"There are two critical parts of any creation that leave a trail in the viewer’s mind: the introduction and the conclusion. In the case of a game, the first impression is even more important."
Art, Console/PC, Indie

10 can't-miss video postmortems from the GDC Vault  
by Alex Wawro [03.27.15]
From Steamworld Dig to Shenmue, this collection of video postmortems covers a variety of games. What they have in common is that they're free to watch, and can't-miss viewing.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie, Vault

Soon you'll be able to sign up for Valve's Vive VR dev kit 1
by Christian Nutt [03.27.15]
Company spokesman Doug Lombardi says that Valve plans to launch a sign-up site for free (and likely extremely limited) dev kits next as early as week.
Business/Marketing, Console/PC, Indie

Thinking about people: Designing games for social simulation 4
by Gamasutra Community [03.26.15]
Mitu Khandaker-Kokoris (Redshirt) comprehensive look at the elements that are essential to a good social simulation, and how those things have worked in existing games, both AAA and indie.
Design, Console/PC, Indie, Smartphone/Tablet

Postmortem: Pinball-RPG hybrid Rollers of the Realm 5
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 13
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

Avian Apocalypse Post Mortem  
by Kevin Morris [03.30.15]
Avian Apocalypse is a 2D platformer/shooter created by a team of 4 developers at SMU's Guildhall over the course of 8 weeks.
Business/Marketing, Production, Console/PC, Indie

How F2P Summit Restored My Faith in Games (and Humanity)  
by Nick Hatter [03.30.15]
F2P Summit is London's hidden gem for mobile game and free-to-play developers. Read why...
Business/Marketing, Design, Indie, Social/Online, Smartphone/Tablet

Gameplay Depth versus Variety  
by Lewis Pulsipher [03.30.15]
Modern gamers often mean "variety" (breadth) when they say "depth;" in fact gameplay depth is disappearing from games in general, led by "games" that you cannot lose (puzzles, many single-player video games).
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

PebbleQuest: 25kB of Awesome  
by David C Drake [03.30.15]
Postmortem analysis of PebbleQuest, an action-RPG written in C for the Pebble watch, followed by my thoughts on the future of smartwatch gaming.
Design, Programming, Art, Indie

Have you done your gamedev legal "spring cleaning" yet?  
by Zachary Strebeck [03.30.15]
Have you looked at your game development legal situation lately? Game lawyer Zachary Strebeck gives developers a heads-up on some important issues.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Sucker Punch Productions — Bellevue, Washington, United States
Concept Artist (Contract)

Shield Break Studios — Costa Mesa, California, United States
Software Engineer

Muti Labs — Santa Monica, California, United States
Senior Game Engineer (Mobile / Unity)

Sucker Punch Productions — Bellevue, Washington, United States
Combat Designer

Cloud Imperium Games — Manchester, England, United Kingdom
Script Supervisor

Cloud Imperium Games — Santa Monica, California, United States
Marketing Director (Gaming Experience Required)

Zindagi_Games — Camarillo, California, United States
Software Engineer
Zindagi Games is looking for Software Engineers!

Cloud Imperium Games — Santa Monica, California, United States
Senior Vehicle Artist

Cloud Imperium Games — Santa Monica, California, United States
Senior Character Artist

Cloud Imperium Games — Austin, Texas, United States
DevOps/Systems/Network Engineer