Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 4, 2015
arrowPress Releases
September 4, 2015
PR Newswire
View All
View All     Submit Event






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


How video game developers score art grants  
by Bryant Francis [09.04.15]
More and more games are being partially or fully funded by grants from the NEA, the NEH, and state arts councils. WE share tips on how funding is secured, and what projects seem to find favor.
Business/Marketing, Design, Production, Serious, Indie

We should patch our games 2
by Gamasutra Community [09.04.15]
"Let's drop the 'don't patch your game'-style complaints, and instead figure out, together, how we can better patch our games."
Design, Console/PC, Indie

Procedural dungeon generation algorithm 9
by Gamasutra Community [09.03.15]
A simple, flexible, and programmatic way to create randomly-generated dungeons for a roguelike, described with helpful images and code examples.
Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet

Why we built our own tech for our indie game 25
by Gamasutra Community [09.02.15]
"We hear two things from people who see our game for the first time: 1) They're surprised weíre not using Unity. 2) They canít figure out how we created the game's look. These two things are directly related."
Programming, Console/PC, Indie

Thoughts on finding your place in the industry 3
by Gamasutra Community [09.02.15]
"I donít know my place in the game world. Things are changing so fast that itís hard to tell if Iím on a good path or doing nothing at all."
Business/Marketing, Production, Indie

Bringing a 2D puzzler to VR in Fantastic Contraption for Vive  
by Bryant Francis [09.01.15]
The developers of Fantastic Contraption explain what they learned about best practices for VR development when they ported their simple 2D puzzle game into a 3D experience for Vive.
Business/Marketing, Design, Programming, Production, Indie, Video

Confessions of a Steam trading card addict  
by Gamasutra Community [09.04.15]
"The more I promised Iíd change and failed to do so, the more I hated myself for what I was doing to my body, and seemingly couldnít stop. Dozens of hours down the drain to save $2.99."
Business/Marketing, Console/PC, Indie

How to market your game - The 'Jaws' method  
by Gamasutra Community [09.04.15]
"Ideally you want the shortest most direct positioning for your product you can create, a longer more drawn out positioning can be harder to remember and harder to define."
Business/Marketing, Indie


Postmortem: Pinball-RPG hybrid Rollers of the Realm 6
by Sean Thompson, Tony Walsh, Ericka Evans, David Evans [12.31.14]
What happens when an indie studio pulls in triple-A talent to make a game with a really weird twist? This postmortem covers the development of pinball/RPG hybrid Rollers of the Realm.
Design, Postmortem, 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 14
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


Postpartum of an Early Access Launch 4
by Simon Prefontaine [09.03.15]
Our game "Cashtronauts" launched on Steam Early Access last month. The reception has been positive, but sales are off to a sluggish start. Here we share stats and look at what went wrong, what went right, and what we can improve.
Business/Marketing, Indie

Procedural Dungeon Generation Algorithm 9
by A Adonaac [09.03.15]
This post explains a technique for generating randomized dungeons that was first described by the developer of Tiny Keep. I'll go over it in a little more detail than the steps in the original post.
Programming, Console/PC, Indie

Interview with QuizWitz designer Katia  
by Ken De Pooter [09.03.15]
CatLab Interactive designer Katia designed the QuizWitz community network and created both the website for the game and the studio. We felt it would be interesting to shed a light on her work and interests.
Business/Marketing, Design, Programming, Indie

Starting up a game business: Working with Minimum Viable Products  
by Juha Vainio [09.03.15]
Epic Owl's CEO Juha Vainio writes about the meaning of Minimum Viable Products in mobile game production.
Design, Production, Indie, Social/Online, Smartphone/Tablet

Linux game development in 2015 3
by Yanick Bourbeau [09.02.15]
There are so many articles about how to do games using Windows with engines such as Unity and flipping art from assets stores. But really there are not many articles about alternative development processes such as building under Linux.
Audio, Programming, Production, Art, Indie


Pure Imagination Studios — Van Nuys, California, United States
[09.03.15]
Unreal Developer


En Masse Entertainment — Seattle, Washington, United States
[09.03.15]
Community Manager Team Lead
En Masse Entertainment (EME) is looking for someone skilled in community management and communication to lead our Community Team. As the community manager team lead, you will manage a small team focused on building and strengthening our community of PC and mobile gamers. This role represents our games and our company to the community, while advocating for our players internally. This is an exciting opportunity to expand your community management skills!

Hello Games — Guildford, England, United Kingdom
[09.03.15]
Senior Engine Programmer
Hello Games is looking for a Senior Engine Programmer to join us on our journey to No Man's Sky and beyond...

Cloud Imperium Games — Austin, Texas, United States
[09.02.15]
Senior Server Engineer


Cloud Imperium Games — Santa Monica, California, United States
[09.02.15]
Gameplay Engineer


Cloud Imperium Games — Santa Monica, California, United States
[09.02.15]
Marketing Manager


CCP — Newcastle, England, United Kingdom
[09.02.15]
Brand Director


Limbic — San Francisco, California, United States
[09.01.15]
Senior Software Engineer (Client, Gameplay Programmer, C++)


Zindagi_Games — Camarillo, California, United States
[08.31.15]
Mobile Game Designer (immediate opening)
Zindagi Games is looking for Mobile Game Designers!

Shiver Entertainment — MIAMI, Florida, United States
[08.27.15]
Senior Data Analyst