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February 24, 2017
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Goat Simulator dev Coffee Stain opens up new publishing arm 1
by Alissa McAloon [02.23.17]
Building on its own experience self-publishing games, Coffee Stain Studios has set up shop as a game publisher and has already announced its first project.
Business/Marketing, Indie

Road to the IGF: Blendo Games' Quadrilateral Cowboy  
by Alex Wawro [02.23.17]
Blendo Games' Brendon Chung speaks briefly with Gamasutra about the nuts and bolts of Quadrilateral Cowboy's design, influences, and four-year development.
Design, Programming, Art, Indie, IGF

GDC 2017 is next week! Follow along on Gamasutra's official event page  
by Staff [02.22.17]
Game Developers Conference 2017 is just around the corner, and Gamasutra reporters will be onsite bringing you loads of stories. Follow along on our event page here!
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Alt.Ctrl.GDC Showcase: SetApp's The Heist  
by Joel Couture [02.22.17]
The Heist has two players working together to rob a bank -- one in VR navigating the bank, and the other hitting switches and connecting cords on a control panel, trying to help the VR player along.
Design, Indie, Video

Designing an engaging and intuitive crafting system for Astroneer  
by Jack Yarwood [02.22.17]
ďWay back when, we were talking about whether we should have a tutorial in the game," says Jacob Liechty. "Eventually we figured out that we didnít have to, which felt pretty good."
Design, Console/PC, Indie, Video

Road to the IGF: David Kanaga's Oikospiel, Book I  
by Joel Couture [02.22.17]
Developer David Kanaga's heady Oikospiel, Book I†is an opera in five acts, taking the player on a surreal journey with music, canine programmers, bear assassinations, and unions.
Design, Indie, IGF

Nintendo Switch dev kits could run as low as $440 1
by Alissa McAloon [02.21.17]
Nintendo has announced roughly how much money a Nintendo Switch development kit will set back game developers looking to create something for the upcoming console.
Console/PC, Indie

Road to the IGF: Find out more about the devs that make up the 2017 finalists  
by Staff [02.21.17]
Learn more about the 2017 Independent Games Festival finalists through a series of interviews with the award-nominated devs behind The Flame in the Flood, Hyper Light Drifter, Duskers, and more.

Making a Procedural 2D World in Unity Part II: Structural Generation  
by Wilhem Bates [02.23.17]
Hi, itís a me! Again! This is the second part of a little piece I wrote a few weeks ago. In this second part of the series I wanted to show you guys how we manage to generate the structure of a level with a technical approach.
Programming, Production, Indie

Procedural Audio in Unity  
by Joe Strout [02.23.17]
In this post, we'll see how to generate audio in Unity on the fly, creating sound effects that respond to what's going on in your game and are always unique.
Audio, Programming, Console/PC, Indie, Smartphone/Tablet

Dissecting Design: How Braid Merged Action and Puzzle Design  
by Josh Bycer [02.23.17]
This week's Dissecting Design video covers Braid, and how it combined two very different genres of gameplay.
Design, Console/PC, Indie

Creating New Worlds Through Music: Scoring "Anew: The Distant Light" With Wilbert Roget, II  
by Jeff Spoonhower [02.23.17]
In video interview format, I chat with award-winning composer Wilbert Roget, II (Star Wars: The Old Republic, Lara Croft and the Temple of Osiris, Monkey Island 2) about the collaborative process of scoring our debut indie game, Anew: The Distant Light.
Audio, Art, Console/PC, Indie

Procedural generation: a primer for game devs  
by Scott Beca [02.23.17]
This article is is a high level summary of what procedural generation (or procgen) is and how it works, using our game Rogue Singularity as an example of application and management.
Design, Programming, Production, Console/PC, Indie, Smartphone/Tablet

Disruptor Beam — FRAMINGHAM, Massachusetts, United States
Data Scientist - Machine Learning

Dona Ana Community College — Las Cruces, New Mexico, United States
Game Design, Instructor or Asst. Professor

Sucker Punch Productions — Bellevue, Washington, United States
Senior Mission Designer

Sucker Punch Productions — Bellevue, Washington, United States
Gameplay Programmer

Sucker Punch Productions — Bellevue, Washington, United States
Senior Graphics Programmer

Take-Two Interactive — Seattle , Washington, United States
The Producer will support multiple 3rd party developers and be involved in all aspects of game development from conception through release. This Producer must be capable of taking charge of multiple, highly-complex development projects, and be ultimately accountable for shipping products on-time and to standards of the highest quality. The Producer will support the Executive Producer and act as a liaison between the development teams and the internal and external services T2 will use to help bring these games to market.

Double Fine Productions — San Francisco, California, United States
Lead Programmer
Double Fine Productions is currently looking for an experienced Lead Programmer to join our studio and lead the programming team for Psychonauts 2!

Pole To Win — Hounslow, England, United Kingdom
Translator, Proof-reader, Localization QA Tester
Translator, Proof-reader, Localization QA Tester

Nuked Cockroach — Tunis, Tunisia
Mid/Senior Network Programmer

Versus Evil — San Diego, California, United States
QA Director