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October 31, 2014
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October 31, 2014
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The Witness artist reminds us to keep it simple, stupid Exclusive 4
by Alex Wawro [10.31.14]
"To evoke emotions through art, in games or anything else, you have to break down your medium," says The Witness artist and Twelve Minutes developer Luis Antonio.
Design, Art, Console/PC, Indie, Exclusive

How Spelunky helped Dan Marshall reinvent The Swindle Exclusive  
by Mike Rose [10.30.14]
Last year, developer Dan Marshall cancelled The Swindle, a game he had been working on for two years. Now the dev has resurrected the game with a new direction -- and it's all thanks to Spelunky.
Business/Marketing, Design, Console/PC, Indie, Exclusive, Video

Creating an atmospheric, non-Euclidian environment 5
by Gamasutra Community [10.30.14]
"When the player walks off the side, they’re teleported to a corresponding point on the adjacent side and rotated ninety degrees. The result is suitably disorienting: walk long enough in a straight line and you’ll make figure-eights."
Design, Programming, Console/PC, Indie

Making better tutorials and menus for mobile games  
by Gamasutra Community [10.30.14]
"If you take a critical eye to modern games and see what they’ve done well and what they haven’t, you can apply these to your own games. With a bit of thought and some testing, you can make your game a much nicer experience for everyone."
Design, Indie, Smartphone/Tablet

Building Runbow, the first nine-player Wii U platformer Exclusive 4
by Alex Wawro [10.29.14]
13AM Games in Toronto has figured out how to make a 9-player competitive platformer for the Wii U. But how do they solve the design challenges of fitting that many players on a single screen?
Design, Art, Console/PC, Indie, Exclusive, Video

Developers, get ready: GDC Next kicks off on Monday  
by Staff [10.30.14]
GDC Next 2014 featuring ADC descends upon the Los Angeles Convention Center next Monday. Here's what you need to know about where to go and what to see while you're there.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Video: Mastering the art of killing your games 5
by Staff [10.29.14]
Adam Telfer is a product lead at Wooga who had failed on at least seven projects when he spoke at GDC Europe 2014 earlier this year about Wooga's "hit filter" approach to game design and killing your darlings.
Production, Console/PC, Indie, Smartphone/Tablet, Video, Vault

Don't Miss: Amnesia developer shares 4 ways to design for horror Exclusive 5
by Kris Graft [10.29.14]
Frictional Games creative director Thomas Grip seems like a pretty affable guy. But the games he makes scare the living crap out of people.
Audio, Design, Production, Art, Console/PC, Indie, Exclusive


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


GDC Next - our lecture recommendations for press.  
by Simon Carless [10.30.14]
Ahead of our GDC Next show in Los Angeles next week, our press liaison firm FortySeven Communications has again worked with us to put together a list of some of the most interesting lectures at the show.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Breasts? No thank you! 3
by Michelle Martin [10.30.14]
Maybe I should have just made a game about candy pieces. It would have been a lot easier. Calling my shiny, colorful puzzle game ‘Boob Rescue’ certainly made things a lot harder than they needed to be.
Business/Marketing, Design, Production, Serious, Indie, Smartphone/Tablet, Mobile Games

Welcome to the Neighborhood: Five tips for getting to know your new local community  
by Nick Cummings [10.30.14]
Moving to a new city and meeting new people is tough—but it's even harder if you're an independent game dev. Fortunately, finding a new community of new friends and colleagues in the indie games scene is easier than ever. Here are 5 tips to get started.
Business/Marketing, Design, Production, Indie

Composing an Indie RPG Title Track  
by Thomas Henshell [10.30.14]
Composer James Marantette sheds some light on the creative process behind the Archmage Rises title track.
Audio, Business/Marketing, Design, Production, Console/PC, Indie

Making Games is Hard 1
by Peter Cardwell-Gardner [10.30.14]
What does the road from prototype to fully fledged game look and feel like? Reflections after a year and half spent on indie title Cadence reveal game development can be much more emotional testing than you ever imagined.
Design, Production, Indie


Churchill Navigation — Boulder, Colorado, United States
[10.30.14]
3D Application Engineer
Create products for a small,profitable company that specializes in real-time simulation environment utilizing augmented reality, 3D mapping and full-motion video

Petroglyph Games — Las Vegas, Nevada, United States
[10.29.14]
Producer


Cloud Imperium Games — Austin, Texas, United States
[10.28.14]
Server/Backend Programmer


Cloud Imperium Games — Austin, Texas, United States
[10.28.14]
Concept Artist


Cloud Imperium Games — Santa Monica, California, United States
[10.28.14]
Art Director


Cloud Imperium Games — Santa Monica, California, United States
[10.28.14]
Lighting Artist


Cloud Imperium Games — Austin, Texas, United States
[10.28.14]
Gameplay Programmer


Cloud Imperium Games — Austin, Texas, United States
[10.27.14]
DevOps Engineer


Cloud Imperium Games — Santa Monica, California, United States
[10.27.14]
Gameplay Programmer


Cloud Imperium Games — Austin, Texas, United States
[10.27.14]
Release Engineer