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August 28, 2014
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August 28, 2014
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Selling a game before it's 'done': Tips and insight for paid alphas Exclusive  
by Kris Graft [08.28.14]
These days, some of the most successful games out there aren't even out yet. Developers engaged in notable paid alpha campaigns share their experiences so far in a roundtable Q&A.
Business/Marketing, Design, Production, Console/PC, Indie, Exclusive

Making an effective tutorial 2
by Gamasutra Community [08.28.14]
How to tutorial: "Like everyone else, I hate tutorials. Eventually over several iterations, I settled on a much more decentralized tutorial system."
Design, Production, Console/PC, Indie

Freedom, simplicity of solo development in The Next Penelope Exclusive 1
by Mike Rose [08.28.14]
The developers behind Hell Yeah! needed the game to be a big hit if Arkedo was going to keep making games. When Hell Yeah! fell short, one of Arkedo's founders tried something new.
Business/Marketing, Design, Console/PC, Indie, Exclusive

Designing achievements: How good should I be at my own game? 13
by Gamasutra Community [08.27.14]
"As a game maker, I wouldn't feel comfortable releasing a game that I could not beat, but does the same hold true for achievements?"
Design, Console/PC, Indie

Don't Miss: Composition in level design - An in-depth examination 7
by Gamasutra Community [08.27.14]
A comprehensive look at what goes into creating first person shooter levels for a sense of visual composition -- and what that means in terms of guiding players to experience your gameplay best.
Design, Art, Console/PC, Indie

Reminder: GDC 2015 call for submissions closes tomorrow!  
by Staff [08.27.14]
The call for proposals for Main Conference talks, roundtables and panel sessions for the 2015 Game Developers Conference in San Francisco, CA ends tomorrow (8/28). Don't miss the deadline!
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

All I needed to know (about games) I learned from Dungeons & Dragons 4
by Gamasutra Community [08.27.14]
A lecture from designer and educator Lewis Pulsipher that showcases how Dungeons & Dragons contains the seeds of wisdom for designing games -- and challenges much of today's triple-A conventional wisdom.
Design, Console/PC, Indie

GDC Next adds talks on Shroud of the Avatar, Wooga's 'Hit Filter'  
by GDC Staff [08.26.14]
Shroud of the Avatar developer Starr Long gives crowdsharing advice and Wooga exec Sebastian Kriese reveals how his company's proven "Hit Filter" strategy works at GDC Next 2014 featuring ADC in November.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet


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 11
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


How to bring your game to the Gamescom Ė a MEGABOOTH diary  
by Jana Reinhardt [08.28.14]
Gamescom. 335,000 players, business attendees and developers visited Cologne from 88 different countries. For a whole week we were guests in a wild mix of games, Let's play shows and character cosplay and also as part of the famous Indie MEGABOOTH.
Business/Marketing, Indie

The Short & Skinny of Buy/Sell Agreements  
by Jonathan Sparks [08.28.14]
Buy/Sell agreements are a very simple and important aspect of business. Every legal entity that is currently owned by more than one individual needs to have a buy/sell contract that allows investors to exit successful companies without losing investments.
Business/Marketing, Serious, Indie

True stats of visibility part 2  
by Arturs Sosins [08.28.14]
You have seen the result of single app's first month on the market without any marketing. Now it's time to confirm or disapprove these results by the data of the second app. Will it be better or worse?
Business/Marketing, Indie, Smartphone/Tablet

Dynamic 2D Character Lighting  
by Oliver Franzke [08.28.14]
Good lighting can improve the visual quality of a game significantly. In this blog post Iíll describe various techniques for dynamic 2D character lighting that are very easy to implement and donít require any additional assets (e.g. normal maps).
Programming, Art, Console/PC, Indie, Smartphone/Tablet

Integrating Google analytics to cocos2d-x game  
by Saket Sinha [08.28.14]
Since releasing my first game as an indie developer, I have been struggling to find out what people are thinking about the game. A few questions hits my mind:
Business/Marketing, Programming, Indie


Monochrome LLC — Aptos, California, United States
[08.28.14]
Senior Programmer


Monochrome LLC — Aptos, California, United States
[08.28.14]
Level Designer


Monochrome LLC — Aptos, California, United States
[08.28.14]
Lead Audio Designer


Cloud Imperium Games — Austin, Texas, United States
[08.27.14]
Lead Network Engineer
Cloud Imperium is looking for a Lead Network Engineer to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — Santa Monica, California, United States
[08.27.14]
Animation Programmer
Cloud Imperium is looking for an Animation Programmer to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — SANTA MONICA, California, United States
[08.27.14]
Art Director
Cloud Imperium is looking for an Art Director to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — SANTA MONICA, California, United States
[08.27.14]
Audio Director
Cloud Imperium is looking for an Audio Director to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — Austin, Texas, United States
[08.27.14]
Lead Software Engineer
Cloud Imperium is looking for a Lead Software Engineer to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — SANTA MONICA, California, United States
[08.27.14]
Senior Producer
Cloud Imperium Games is seeking an accomplished Senior Producer for our Santa Monica, CA studio.

Cloud Imperium Games — Austin, Texas, United States
[08.27.14]
Server/Backend Programmer
Cloud Imperium is looking for a Server/Backend Programmer to work on our exciting PC space combat sim, Star Citizen!