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May 24, 2016
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May 24, 2016
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Michael Brough: Tight constraints freed up the design of Imbroglio  
by Joel Couture [05.24.16]
From the 7X7 grid of Corrypt and the 6X6 of 868-HACK, Michael Brough's play spaces have continually shrunk. His new game Imbroglio is even more constrained: a 4X4 grid. Constraints can be freeing.
Design, Indie

Inks turns pinball into a canvas for gorgeous abstract art 1
by Jennifer Allen [05.23.16]
“I wanted the levels to look like they could be printed and hung on the wall," says developer Luke Whittaker. "It’s basically about making a beautiful experience for people.”
Design, Art, Indie, Smartphone/Tablet, Video

GDC Europe 2016 calls for Innovative Games Showcase submissions  
by GDC Staff [05.23.16]
GDC Europe 2016 organizers have opened call for submissions to the third annual European Innovative Games Showcase at the Cologne, Germany show this August.
Audio, Business/Marketing, Design, Programming, Production, Art, Indie, GDC Europe

Global Accessibility Awareness Day: What we learned  
by Gamasutra Community [05.23.16]
"I've also been keeping an eye out for game accessibility related tweets, articles and so on, and have listed the ones I've come across below."
Business/Marketing, Design, Console/PC, Indie, Smartphone/Tablet

This week in video game blogging: Health and nature  
by Gamasutra Community [05.19.16]
This week, our partnership with game criticism site Critical Distance brings us picks from Zoya Street on how games are finding new ways to portray health.
Design, Console/PC, Indie

Every decision is wrong: Portraying social anxiety in a game 2
by Joel Couture [05.18.16]
How do you capture what social anxiety feels like? Make a game about difficulty of completing a simple task when every action feels like a misstep and all options seem to result in awful outcomes.
Design, Production, Indie, Smartphone/Tablet, Video

Blog: The simple reason multiplayer doesn't work for all games 2
by Gamasutra Community [05.18.16]
"If lots of others are playing a game's multiplayer -- great! By jumping in and playing too, you're likely to have a great time with it. If there aren't a lot of others playing..."
Business/Marketing, Production, Console/PC, Indie

Apple backtracks, publishes politically sensitive iOS title as a game 2
by Chris Kerr [05.23.16]
Apple has backtracked on its decision to pull Palestinian title, Liyla and The Shadows of War, from the App Store "games" section due to politically sensitive content.
Business/Marketing, Indie, Smartphone/Tablet

Game Engines: Past, Present and Future (part 2) 1
by Kevin Normann [05.23.16]
A look at coming "cloud based" game development methods compared to traditional development from the perspective of one veteran video game developer. This article is intended to be informative to non-developers as well as developers.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, VR

Budgeting for Audio in Your Game's Crowdfunding Campaign  
by Kole Hicks [05.23.16]
In this article I'll walk you through the process of determining the potential audio costs of your project; specifically when figuring out your crowdfunding goal.
Audio, Business/Marketing, Production, Indie

Procedural Generation - Panacea or Poison?  
by Attila Branyiczky [05.23.16]
Procedural Generation systems can be used to create nearly limitless play experiences, but can an algorithm create an experience as compelling as one that is hand-crafted by a designer or will it be stuck making safe guesses?
Design, Programming, Console/PC, Indie

Achievements are Permission  
by Christopher Gile [05.23.16]
Achievements are a part of the game and can warp a player's experience of it. This is both a good and a bad thing.
Design, Console/PC, Serious, Indie

Game Writing: Designing Non-Linear Game Narratives  
by Kade Dunn [05.23.16]
A summary of the narrative design process in RPG Maker VX Ace.
Design, Indie

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If you write super awesome code, we want you to work with us!
Super Awesome Senior Programmer

The Research Centaur — San Diego, California, United States
QA Test Lead to beat stuff up!
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Hinterland Studio Inc. — Cumberland, British Columbia, Canada
Sandbox Gameplay Designer

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