Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
March 1, 2015
arrowPress Releases
March 1, 2015
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:


GDC 2015 coverage begins!  
by Staff [02.27.15]
Click this link to be magically transported to the central location for Gamasutra's GDC coverage -- which is already full of good stuff, and which will be live from the show in San Francisco starting Monday.
Audio, GDC, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

On indie game pricing 15
by Gamasutra Community [02.27.15]
Dan Adelman -- formerly Nintendo's indie guy, now a consultant to independent devs -- outlines exactly why a game like the upcoming Axiom Verge is worth $19.99, and what goes into indie pricing.
Business/Marketing, Console/PC, Indie

Renegade kid's Jools Watsham (Xeodrifter) on the Metroidvania  
by Christian Nutt [02.27.15]
What's the appeal of the genre? Read here the expanded full-length interview with Renegade Kid's Jools Watsham -- find out everything he had to say about why the Metroidvania matters.
Design, Console/PC, Indie

Road to the IGF: Yacht Club Games' Shovel Knight Exclusive  
by Christian Nutt [02.27.15]
An interview with Shovel Knight composer Jake "Virt" Kaufman about both the technical aspects of the IGF Excellence in Audio finalist soundtrack's creation, as well as its inspirations.
Audio, Console/PC, Indie, Exclusive, IGF

Making shooter gameplay more engaging with animated cover 14
by Gamasutra Community [02.26.15]
An in-depth analysis of an experiment in using different types of animated -- that is, moving -- cover in shooters. "Can we make the most efficient gameplay also the most engaging gameplay?"
Design, Console/PC, Indie

Prototyping modes for a competitive typing game 2
by Gamasutra Community [02.27.15]
"I was imagining a competitive typing game where you would face off against a friend, typing as fast as you can with words / attacks flying in both directions. I thought it to would be very interesting."
Design, Console/PC, Indie

A quick guide to getting your game on the big three consoles 20
by Gamasutra Community [02.26.15]
A guide to getting in with Sony, Microsoft, and Nintendo from a small indie studio that's been through the process -- "It's way easier to get on the respective platforms then it was some years ago."
Business/Marketing, Console/PC, Indie

Getting to know the business of Dota 2's indie Announcer Packs 3
by Phill Cameron [02.25.15]
We talk to Supergiant, Galactic Cafe and Hidden Path about what it takes to make a Dota 2 announcer, and how successful it's been.
Business/Marketing, Programming, Console/PC, Indie


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


Metroidvania interview: Jools Watsham (Xeodrifter)  
by Christian Nutt [02.27.15]
Another of my Metroidvania source interviews -- this time with Jools Watsham of Renegade Kid, developers of Xeodrifter.
Design, Console/PC, Indie

Tales of Terrachanics (Part 3)  
by Glen Cooney [02.27.15]
Overcoming the challenge of making an abstract, serious game for mobile through intelligent theming, emotional appeal, and using UI to nonverbally teach your mechanics to your players.
Design, Art, Serious, Indie, Smartphone/Tablet

App Store Optimization Tips and Tricks by the CEO of Appnique - Interview  
by Drew Giovannoli [02.27.15]
For our ASO class in the "Indie Game Promotion Tactics" series, we'll talk to Jai Jaisimha, Ph.D CEO, Founder of Appnique who has had mobile and analytics career since 1989. Below are class notes, tools, and game links from the video.
Business/Marketing, Indie, Smartphone/Tablet

On Indie Game Pricing 15
by Dan Adelman [02.27.15]
Indie developers struggle with the question of how to price their game and when to put in on sale. This article gives a framework for understanding pricing and suggests a 3-step approach, including a recommendation to announce price drops well in advance.
Business/Marketing, Indie

Using Behavior Trees to Create Retro Boss AI  
by Cody Olivier [02.27.15]
I discuss how we use normal Behavior Trees components to give the bosses in FireFight an AI style reminiscent of bosses from retro shooters and Legend of Zelda which is easily testable and extensible.
Programming, Indie


Cloud Imperium Games — Santa Monica, California, United States
[02.27.15]
Associate Producer


Cloud Imperium Games — SANTA MONICA, California, United States
[02.27.15]
Senior Producer


Cloud Imperium Games — Santa Monica, California, United States
[02.27.15]
Design Director


Cloud Imperium Games — Santa Monica, California, United States
[02.27.15]
Marketing Coordinator


Cloud Imperium Games — Santa Monica, California, United States
[02.27.15]
Marketing Coordinator


Zindagi_Games — Camarillo, California, United States
[02.26.15]
Software Engineer
Zindagi Games is looking for Software Engineers!

Digital Extremes — London, Ontario, Canada
[02.26.15]
FX Artist


Digital Extremes — London, Ontario, Canada
[02.26.15]
Gameplay/Generalist Programmers


Digital Extremes — London, Ontario, Canada
[02.26.15]
Sr. Environment Artist


Zindagi_Games — Camarillo, California, United States
[02.26.15]
User Acquisition Manager - Mobile Gaming
Zindagi Games is looking for a User Acquisition Manager - Mobile Gaming