Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 25, 2015
arrowPress Releases
April 25, 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:


If you build it: Colossal Order on Cities: Skylines modding Exclusive 1
by Phill Cameron [04.23.15]
We talk to Damien Morello of Colossal Order about the wild success of Cities: Skylines modding scene, and what it means for future development.
Business/Marketing, Design, Production, Console/PC, Indie, Exclusive

How a closed beta helped us improve our game: Findings and tips  
by Gamasutra Community [04.23.15]
"Our closed beta helped us to identify new issues and confirm the list of changes that we already discussed within the team but needed a fresh perspective for. It was a very helpful and illuminating experience."
Production, Indie, Smartphone/Tablet

Assassin's Creed creator's new project is Ancestors: The Humankind Odyssey 1
by Brandon Sheffield [04.23.15]
Patrice Desilets, Assassin's Creed director and now CEO and creative director of his own company Panache Games, announces a new project; Ancestors: The Humankind Odyssey.
Business/Marketing, Design, Production, Console/PC, Indie

Learn from The Talos Principle and RuneScape devs at GDC Europe  
by Staff [04.23.15]
Croteam's Alen Ladavac and Jagex's RuneScape VP Phil Mansell join the lineup of speakers exploring the art and business of games at GDC Europe 2015 this August in Cologne.
Business/Marketing, Production, Console/PC, Indie, GDC Europe

How to simulate a CRT, for indie games that really look retro 18
by Gamasutra Community [04.21.15]
Retro games were never as clear and clean as you'd think from playing today's modern indie games. This step-by-step how-to explains the whys and hows of making neo-retro look retro.
Programming, Art, Console/PC, Indie

Blog: We don't keep forgiving Double Fine 11
by Gamasutra Community [04.21.15]
Indie dev Rob Fearon: "'Why do we keep forgiving Double Fine?' is a question someone asked, in all seriousness, on a website today. The answer is, weirdly enough, we don't."
Business/Marketing, Console/PC, Indie

Fixing Unity's tendency for object coupling: The MessageBus 17
by Gamasutra Community [04.22.15]
"Unity forces coupling straight from their first tutorial. Thatís absurd. In order to solve this, weíve created a Messaging system that allows objects to broadcast messages when events happen."
Programming, Console/PC, Indie, Smartphone/Tablet

Video blog: Games, puzzles, and contests 1
by Gamasutra Community [04.22.15]
Designer and lecturer Lewis Pulsipher runs down the distinctions: "pure games never have always-correct solutions to the whole game" while "you cannot lose to a puzzle, though you may give up."
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


Make It Work: A PAX Event Postmortem from a New Indie Publishing Labelís POV  
by Cassandra Khaw [04.24.15]
Southeast Asian micropublisher Ysbryd Games recently took to PAX East for their first exhibition ever. Here is what they've learned from that week of insanity, new friends, and oh-my-gawd-whys.
Business/Marketing, Serious, Indie

Getting/Making Game Music that Fits - Comparative Music Series - Kids vs Kids  
by Harry Mack [04.24.15]
Tips for new audio designers composing video game music out of their comfort zone. Useful for producers as well, looking to put together design directions for their audio designers. This entry focuses on music for a younger audience.
Art, Indie

How to Tune a Simulation Game 1
by Robert Zubek [04.24.15]
Here's how we balanced our last game using a simple model built in MS Excel.
Design, Console/PC, Indie, Smartphone/Tablet

Understanding attribution of royalty-free game and blog content  
by Zachary Strebeck [04.24.15]
Game lawyer Zachary Strebeck takes a look at the attribution requirements for some stock content sites and offers some insight into finding out what your responsibilities are when using royalty-free content.
Audio, Business/Marketing, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Gaming Beyond the Veil  
by Dan Felder [04.24.15]
The words "post-mortem" have never been so appropriate.
Design, Indie


Muti Labs — Santa Monica, California, United States
[04.24.15]
Senior Game Engineer (Mobile / Unity)


Moonbot Studios — Shreveport, Louisiana, United States
[04.24.15]
Game Environment/Character 3D Artist


HB Studios — Lunenburg, Nova Scotia, Canada
[04.24.15]
Producer


Cloud Imperium Games — Santa Monica, California, United States
[04.23.15]
UI Engineer


Cloud Imperium Games — Santa Monica, California, United States
[04.23.15]
Senior Gameplay Engineer


VRSim — East Hartford , Connecticut, United States
[04.22.15]
PHP Software Engineer


HTC — Seattle, Washington, United States
[04.21.15]
Product Manager-Virtual Reality


Academy of Interactive Entertainment — Seattle, Washington, United States
[04.02.15]
Game Programming Instructor