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November 26, 2014
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November 26, 2014
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Tips for motivating your indie team: Be human 1
by Gamasutra Community [11.25.14]
"Sometimes, members who leave will have an important perspective on your project. Even if it hurts to hear that criticism, it will make your team stronger in the end."
Production, Console/PC, Serious, Indie, Smartphone/Tablet

Streaming game development on Twitch: Lessons learned 3
by Gamasutra Community [11.25.14]
"I have tried to compile a number of lessons here, from both the perspective of a long time viewer of development videos/streams and that of a new game development streamer."
Business/Marketing, Programming, Console/PC, Indie

What survival game design means to the studio behind The Long Dark Exclusive 2
by Raphael van Lierop [11.21.14]
Raphael van Lierop, founder and director at Hinterland Games, discusses what survival game design means to his studio when designing The Long Dark.
Design, Console/PC, Indie, Exclusive

The Blue Flamingo: The 8 meter game filmed on a dolly track Exclusive 1
by Mike Rose [11.21.14]
Shelter studio Might & Delight surprised many this week, launching a new game on Steam right out of the blue.
Design, Console/PC, Indie, Exclusive, Video

Repeatable success in game production 1
by Gamasutra Community [11.26.14]
"Almost all game developers have less time, less money, less people than they need to complete what they want to achieve. They have to be smart about how the do things."
Production, Console/PC, Indie, Smartphone/Tablet

Blog: A Unity culling mask tip  
by Gamasutra Community [11.26.14]
"The Unity Camera class has a culling mask such that each camera can be set to only display a subset of the available layers. However, I wanted to be able to change the visible layers during runtime in response to a player's actions."
Programming, Console/PC, Indie, Smartphone/Tablet

Our Kickstarter: Scraping by without a scam, just working with fans 3
by Gamasutra Community [11.25.14]
"Every active player (and many a past player returning) was compelled to pledge. Not because they wanted to support the game, but because the rewards were irresistible for a player."
Business/Marketing, Console/PC, Indie

The science of low-polygon eyeballs 2
by Gamasutra Community [11.25.14]
"Whichever way an artist chooses she/he will have to ask themselves a question: 'How do I make the eyes look good from the side?'"
Art, 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

How Octodad turned a group of strangers into best friends 4
by Mike Rose [01.29.14]
When 18 strangers were thrown into a room together, Octodad was born. Now three years later, the Young Horses team is about to bring it to fruition.
Indie


The Perception of Characters and their Impact on Narrative  
by Josh Bycer [11.25.14]
The main character in any video game can impact how the title is perceived by the gamer and for today's post, we're going to look at some common archetypes for game writing and what they do to the perception of the story.
Business/Marketing, Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

How Important is "Clean" Gameplay? 2
by Keaton White [11.25.14]
What makes gameplay clean or unclean? How necessary is clean gameplay to player enjoyment? Come explore these questions based on a conversation with a veteran Capcom designer.
Design, Console/PC, Indie

How facial expressions were made in Y2K  
by Cassandra Khaw [11.25.14]
Cross-posted dev blog on the creation of facial animation in the upcoming JRPG Y2K, as well as the inspirations behind it.
Design, Art, Console/PC, Indie

Unity First Impressions part 3  
by Semen Frish [11.25.14]
Our first unity game is done, several times tweaked up to players feedback, rebalanced to hardcore, now at indiedb, has release date and going to be in stores pretty soon, now I've found some time to keep on posting articles about making the game.
Programming, Console/PC, Indie, Smartphone/Tablet

Post PAX Australia 2014 with Crabitron Kinect  
by John Millard [11.24.14]
This year we presented Crabitron Kinect to the public for the first time at PAX Australia. We faced challenges presenting a Kinect game to such a large audience, in this post I will detail the highs and lows and what we got out of PAX Australia 2014.
Business/Marketing, Console/PC, Indie


DigiPen Institute of Technology Singapore — Singapore, Singapore
[11.25.14]
Lecturer, Department of Computer Science


Cloud Imperium Games — Santa Monica, California, United States
[11.24.14]
Design Director


DigiPen Institute of Technology Singapore — Singapore, Singapore
[11.24.14]
Lecturer, Department of Game Software Design and Production


Cloud Imperium Games — Santa Monica, California, United States
[11.21.14]
Technical Artist


Nintendo of America Inc. — Redmond, Washington, United States
[11.21.14]
Software Business Development Manager, Licensing


Cloud Imperium Games — Santa Monica, California, United States
[11.21.14]
Associate Producer


Cloud Imperium Games — Austin, Texas, United States
[11.20.14]
Associate Producer


Cloud Imperium Games — Santa Monica, California, United States
[11.20.14]
Senior VFX Artist


Cloud Imperium Games — Santa Monica, California, United States
[11.20.14]
Gameplay Engineer


Cloud Imperium Games — Austin, Texas, United States
[11.20.14]
Gameplay Engineer