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April 19, 2018
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Q&A: Being OK with being lost in Capy's Below  
by Kris Graft [04.19.18]
We speak with Kris Piotrowski, game director on Capy's Below, to talk about the joy of exploration, having faith in players' brains, and, of course, beautiful 4K grass.
Design, Console/PC, Indie

Sponsored: Join this free live webinar on cross-platform multiplayer game dev!  
by Amazon GameLift [04.17.18]
In this free webinar, join AWS and Amazon GameLift and learn how to support cross-platform play for your multiplayer game. Register now!
Audio, Sponsored Article, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Reversing the sunk cost fallacy: Devs recount what shouldn't have been cut 2
by Richard Moss [04.17.18]
"We should abandon that feature, even though we've sunk so much time and efort into it!" Sometimes this is the right call, but other times, maybe not -- as these dev stories suggest.
Design, Production, Console/PC, Indie

In It To Minit: Designing a world of one-minute adventures  
by Alex Wiltshire [04.12.18]
Minit devs Kitty Calis and Jan Willem Nijman open up about how they designed their one-minute adventure game to be fun but not frustrating, and why time limits are great for emphasizing player choice.
Design, Indie

How the West was fun: Have a look at West of Loathing's design doc 1
by Alex Wawro [04.18.18]
It's a well-written and cheeky example of a game design doc, as well as perhaps the only example of a public design doc for a comedy RPG set in a Wild West populated entirely by stick figures.
Design, Indie

How to market a game with minimal budget  
by Staff [04.18.18]
No More Robots' Mike Rose shares how he got press, streamers, YouTubers, deals, and sales for the procedurally generated biking game Descenders.
Business/Marketing, Indie, Video

Dwarf Fortress is giving its dwarves the ability to form (and dwell on) memories 1
by Alissa McAloon [04.16.18]
An upcoming update diminishes the 'overbearing' effect of alcohol in-game and gives each little dwarf memories, and the ability to be traumatized by them.
Console/PC, Indie

Don't Miss: Making Hellblade an indie game with AAA values  
by Staff [04.16.18]
How does a team of 15 work to create a game with AAA production standards? British indie studio Ninja Theory is figuring that out, as cofounder Tameem Antoinades explains in this GDC Europe 2015 talk.
Console/PC, Indie

Two Years and Counting as Indie. Four Little Noble Truths as Human  
by Marc Marfa Mora [04.18.18]
For more than two years we, Little Miracles Games, have been working on Rest in Jelly. Before its launch, we want to share Four Little Noble Truths learned through this emotional journey.
Business/Marketing Design Production Console/PC Serious Indie

Tencent dominated $22 billion games deals market in last 12 months  
by Tim Merel [04.18.18]
In games deal making there’s Tencent and there’s everyone else. Tencent participated in >$4 of every $10 invested and >3/4 of all M&A value for games globally in the last 12 months. Plus Q1 saw total games market record >$2.1B investment and >$14.4B M&A.
Business/Marketing Console/PC Indie Social/Online Smartphone/Tablet VR

The ‘vocal minority’, feature creep and keeping yourself sane  
by Celso Riva [04.18.18]
Listening to users' feedback is important. But it's also important to not fall into the "feature creep" trap, and to learn about the "vocal minority".
Design Programming Production Indie

Moving Out Of The Comfort Zone  
by Tom Gilchrist [04.18.18]
At EGX Rezzed this year I had the realisation that my inability to put myself out there was having an adverse affect on my games. This blog post is me resolving to change that.
Business/Marketing Indie

The Three Essential Parts of Great Level Design  
by Josh Bycer [04.18.18]
Great level design in video games is a multifaceted topic, but the basic foundation can be summed up in three important elements.
Design Console/PC Indie

Game Closure — Mountain View, California, United States
System Software Engineer

Dischan Media Inc. — Coquitlam, British Columbia, Canada
3D Modeler/Game Designer (NOC 5223)

Bad Robot Productions, Inc. — Santa Monica, California, United States
Creative Director - Design

Torn Banner Studios — Toronto, Ontario, Canada
Senior Game Programmer
Torn Banner Studios, creators of Chivalry: Medieval Warfare, are looking for a talented and enthusiastic full-time permanent Senior Game Programmer

Schell Games — Pittsburgh, Pennsylvania, United States
Senior Audio Developer / Audio Manager

Mediatonic Games — London, England, United Kingdom
Community Manager

Bossa Studios — London, England, United Kingdom
Network Developer - Multiplayer Physics Game
Want to be a part of a company that on their worst days creates amazing games and on their best days creates new genres?

Bossa Studios — London, England, United Kingdom
Network Developer - Co-op FPS Game
On bad days we make good games. On good days we make genres. Bossa Studios is always focusing on making original, never before seen experiences.