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September 17, 2014
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September 17, 2014
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Game Design Deep Dive: Finding the beat in Crypt of the NecroDancer Exclusive 6
by Ryan Clark [09.17.14]
Brace Yourself Games launched its rhythm-based roguelike Crypt of the NecroDancer earlier this year. Here, creator Ryan Clark explains how he stumbled upon -- and carefully tweaked -- the game's signature beat mechanic.
Audio, Design, Console/PC, Indie, Exclusive

Be careful with kids' privacy - FTC hits developer with hefty penalty  
by Kris Graft [09.17.14]
UPDATE Mobile game developer TinyCo is settling with the U.S.’ Federal Trade Commission after regulators accused the company of improperly collecting children’s personal information.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

20 fun facts about hex grids 19
by Gamasutra Community [09.16.14]
20 "of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games."
Design, Programming, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

Video: Solving the challenges of porting Fez to PlayStation  
by Staff [09.17.14]
Speaking at GDC Europe 2014, Blitworks cofounder Miguel Angel Horna revealed with great detail his team's process for bringing Polytron's puzzle game to the Sony PlayStation platforms.
Production, Console/PC, Indie, Video, Vault

One post, 27 indie production lessons 2
by Gamasutra Community [09.17.14]
The developer of smartphone serious game Terrachanics shares lessons learned on the journey from conception to completion.
Production, Serious, Indie, Smartphone/Tablet

Unity Pro now free to all PlayStation developers 5
by Kris Graft [09.17.14]
Game engine maker Unity said this morning it would be making the full Unity Pro suite free to all licensed PlayStation developers.
Design, Programming, Production, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

Devs don't market games the way they'd like, says GDC Next survey 2
by Staff [09.16.14]
The results of GDC Next featuring ADC's discoverability survey reveal several fascinating trends in the way that modern game makers handle their marketing and community outreach efforts.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Ludum Dare organizer ponders the game jam's future 6
by Mike Rose [09.16.14]
As the latest results of popular game jam Ludum Dare are revealed, the organizer of the jam has admitted that the movement has simply become too big for him to handle as a side-project anymore.
Business/Marketing, Console/PC, Indie, Video


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


#DevParents: The quest for poo  
by Simon Cubasch [09.17.14]
If gaming & making games have been an important aspect of your life, becoming a parent will give you a hard time managing everyones needs. But there are ways to make it work and parents can even profit from new point of views. Embrace being a #devparent
Indie

Unity Scene Diff Tool  
by Aaron Smith [09.17.14]
How to write a Python script to make your Unity scenes diff-able and merge-able, so multiple team members can work on them at the same time.
Programming, Production, Indie, Smartphone/Tablet

IGF - Some tips if you want to submit a game  
by Mathieu Frogames [09.17.14]
I want to share some advice that I have been gathering as both a participant and a judge.
Business/Marketing, Production, Indie

Structure and basic concepts of a friGame based game  
by Franco Bugnano [09.17.14]
In the previous installment of the technical series, we discussed about why friGame was the chosen technology for developing Frank the 'dillo; today we will be talking about the concepts behi
Programming, Indie

Inclusivity vs Narrative Intent: a conversation with r/gaymers 3
by Ethan Levy [09.16.14]
While working on narrative experiment flapping bird, I questioned my initial decision to make my main character straight and male. So I asked gamers on Reddit's r/gaymers if inclusive language would make for a better game. This is what I learned.
Design, Indie


Cloud Imperium Games — Austin, Texas, United States
[09.17.14]
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
[09.17.14]
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
[09.17.14]
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
[09.17.14]
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
[09.17.14]
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
[09.17.14]
Senior Producer
Cloud Imperium Games is seeking an accomplished Senior Producer for our Santa Monica, CA studio.

Cloud Imperium Games — Austin, Texas, United States
[09.17.14]
Server/Backend Programmer
Cloud Imperium is looking for a Server/Backend Programmer to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — Austin, Texas, United States
[09.17.14]
DevOps Engineer
Cloud Imperium is looking for a DevOps Engineer to work on our exciting PC space combat sim, Star Citizen!

Halo — Kirkland, Washington, United States
[09.17.14]
Senior AI Engineer
Work on one of the most exciting and creative intellectual properties in the industry; we are gathering an incredible team to help drive the future of Halo. As a Senior AI Engineer, you are core to enabling artists and designers realize their visions on screen. The ideal candidate will be able to drive forward our engine technology to best support the game vision. You will need to be able to collaborate with creative people and be able to deliver solid performant code in a AAA game engine. You must be a team player!

Cloud Imperium Games — Santa Monica, California, United States
[09.17.14]
Physics Programmer
Cloud Imperium is looking for a Physics Programmer to work on our exciting PC space combat sim, Star Citizen!