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May 4, 2016
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May 4, 2016
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Game Design Deep Dive: Situational awareness and player frustration in GRIP  
by David Perryman [05.04.16]
The blinding speed of the Rollcage racing franchise left some players feeling disoriented or frustrated by unexpected crashes. Caged Element vowed to fix these issues in their spiritual successor GRIP.
Business/Marketing, Design, Programming, Console/PC, Indie, Video

The best game music production tips from GDC 2016  
by Gamasutra Community [05.04.16]
"In this blog, I want to share some info that I thought was really interesting: Composer Laura Karpman's talk about 'Composing Virtually, Sounding Real' and audio director Garry Taylor's talk on 'Audio Mastering for Interactive Entertainment.'"
Console/PC, Indie, Smartphone/Tablet

The pros and cons of procedural generation in Overland 2
by Joel Couture [05.03.16]
"There are a few things that we get from procedural generation: more emergence and unpredictability, as opposed to being a roller coaster for the player to only experience the things I wanted them to feel," says dev Adam Saltsman.
Design, Indie, Video

Combining different meshes into seamless procedural characters 1
by Gamasutra Community [05.03.16]
"I wanted to have different character parts being randomized for a lot of variation. That is super simple and standard for characters that actually have good geometry to hide the seams (e.g.: clothes), but my creatures needed to be bare naked."
Programming, Indie

The past, present, and future of FMV in games 6
by Gamasutra Community [05.03.16]
From Dragon's Lair to Night Trap, to Her Story: What video in games has been used for and can be used for in the future.
Design, Console/PC, Indie

Self-publishing myths and realities  
by Gamasutra Community [05.02.16]
"Often publishers are looked at as marketing and user acquisition partners, so making a good game and hiring a marketing person should be enough. Not quite."
Business/Marketing, Indie

'There are a lot of ways to chop off a head' - Double Fine's Tim Schafer on humor 20
by Brandon Sheffield [04.28.16]
Tim Schafer discusses the challenges and triumphs of creating games with humor, as he illustrates his storied career.
Design, Production, Console/PC, Indie

Level design in Rogue Legacy: Down-scrolling and leaps of faith  
by Gamasutra Community [05.04.16]
"While none of these design decisions are groundbreaking, thanks to a wise balancing Rogue Legacy successfully manages to reshape a design issue or limitation into a gameplay element."
Design, Console/PC, Indie

Greenlighting a Niche Game: The Long Journey Ahead 1
by Daniel Batoff [05.03.16]
Mega Dwarf's guide to getting a niche game Greenlit.
Business/Marketing, Indie

The Best Mobile Apps & Games Made in Dallas  
by Nolan Clemmons [05.02.16]
Mobile Games Entrepreneur and Founder of Wufasta, Nolan Clemmons, reports on the mobile games and applications to come from his hometown, Dallas, Texas. Note: This post was originally published on LinkedIn and republished on LaunchDFW
Business/Marketing, Production, Indie, Smartphone/Tablet

Your problems are not always what they seam: combining different meshes into seamless procedural characters 1
by Yanko Oliveira [05.02.16]
My current personal project, Bestiarium, depends heavily on procedural character generation. In this post, I discuss how changing my perspective on a problem led me to create a solution for combining several meshes into one smooth, seamless character.
Programming, Console/PC, Indie

Enlisting IBM Watson as a voice actor 1
by Evan Todd [05.02.16]
I enlist the help of IBM Watson to provide cheap voice acting.
Programming, Indie

Why we appreciate QR-codes in mobile game marketing  
by Tuomo Eskola [05.02.16]
Some people think that QR-codes are dead. We don't. Actually we find them very useful in mobile game marketing, read this post to find out why.
Business/Marketing, Indie, Smartphone/Tablet

Age of Learning, Inc. — Glendale, California, United States
Director, Research

Sucker Punch Productions — Bellevue, Washington, United States

Sucker Punch Productions — Bellevue , Washington, United States
Senior-Level Concept Artist

Sucker Punch Productions — Bellevue, Washington, United States
Character Pipeline Technical Artist

Trendy Entertainment — Gainesville, Florida, United States
Programmer, Game Play