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October 20, 2014
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October 20, 2014
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Randomness and game design 42
by Gamasutra Community [10.17.14]
On not introducing randomness into your game's design: "I believe the current assumptions with regard to randomness in strategy games are largely wrong."
Design, Console/PC, Indie, Smartphone/Tablet

Indie game analytics 101: Intro to terms 1
by Gamasutra Community [10.17.14]
"Game analytics are vital on both a business and creative perspective. I’ll cover the top 5 most important terms and offer insights to allow future conversations or research."
Business/Marketing, Indie, Smartphone/Tablet

The charming heart of darkness: Former Spec Ops team's Curious Expedition 3
by Leigh Alexander [10.17.14]
Former Spec Ops: The Line developers are building a charming roguelike hybrid about the great explorers of the 19th century -- and building an indie game is a new adventure for this former AAA team, too.
Design, Programming, Art, Console/PC, Indie, Smartphone/Tablet

Reminder: IGF 2015 Main Competition deadline ends on Wednesday!  
by Staff [10.17.14]
Don't miss the IGF deadline! Submissions for the 2015 Independent Games Festival Main Competition entries are due October 22, and Student Showcase Entries are due October 31.
Audio, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

Four lessons for building a better community 1
by Gamasutra Community [10.17.14]
A look back at a game festival from its organizer, Jaime Woo: "I want to use this space to share four key lessons I learned throughout the process of crafting and shaping Gamercamp."
Business/Marketing, Indie, Social/Online

Video: Indies, resist the urge to 'juice it or lose it' 2
by Staff [10.17.14]
Independent game maker Folmer Kelly explains why developers might want to avoid the temptation to "juice up" their games, especially when it comes at the expense of player immersion.
Design, Console/PC, Indie, Video, Vault

Game Design Deep Dive: The weapon-crafting system of Mercenary Kings Exclusive 10
by Jonathan Lavigne [10.15.14]
I'm going to explain a challenge we had when developing the weapon customization system, and how we solved it. This question was this: "How do we define and balance all stats for 300 gun parts?"
Design, Console/PC, Indie, Exclusive

Things every game trailer should do 33
by Gamasutra Community [10.16.14]
"It is my hope that this article will help indie developers understand what impression their trailers are leaving on viewers and how to make them better."
Business/Marketing, Console/PC, Indie, 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.

Zen Game Development: How process over product keeps motivation alive  
by Gabriel Cornish [10.17.14]
Keeping motivation alive long enough to see your game projected completed is challenging. I talk about some practical tips on how to keep motivation alive without wearing yourself out.
Production, Console/PC, Indie

Steam's Workshop and the Power of Consumer Creativity  
by Ulyana Chernyak [10.17.14]
Today's post takes a closer look at why the Steam Workshop is a big deal for both developers and consumers and how they can both profit from it.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online

Reality Check: Game Design and Empathy  
by Mark Venturelli [10.17.14]
Empathy is the most important game design skill you could ever develop.
Business/Marketing, Design, Production, Console/PC, Indie

Why Anything but Games Matters 6
by Ian Bogost [10.16.14]
On isolationism in game development; my Indiecade 2014 talk
Business/Marketing, Design, Indie

A Farewell Letter to GamerGate  
by James Beech [10.16.14]
A veteran game developer weighs in on the life, and apparent death, of GamerGate
Art, Serious, Indie

Digital Extremes — London, Ontario, Canada
Generalist Programmers

Viacom — Glendale, California, United States
Sr. Mobile Games Engineer

University of Texas at Dallas — Richardson, Texas, United States
Assistant/Associate Prof of Game Studies

ROBLOX — San Mateo, California, United States
Senior Network Engineer - C++

ROBLOX — San Francisco, California, United States
Developer Advocate

Cloud Imperium Games — Santa Monica, California, United States
Marketing Director

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

Cloud Imperium Games — Austin, Texas, United States
Concept Artist

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

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