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December 16, 2017
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Memory Matters: A special RAM edition of Dirty Coding Tricks 2
by Brandon Sheffield [12.15.17]
Here we have a host of stories from devs across the industry (and across the years/platforms) about less-than-righteous methods used to fit levels, textures, & entire games into their required spaces.
Programming, Console/PC, Indie

Bury Me, My Love and the emotional rollercoaster of making a video game 1
by Gamasutra Community [12.12.17]
Bury Me, My Love creative director Florent Maurin walks through every step of the dev team's very intense 18 months building the striking game about a Syrian migrant's journey to Europe.
Business/Marketing, Design, Production, Art, Indie, Smartphone/Tablet

Video: Game dev lessons learned in making co-op board game Burgle Bros  
by Staff [12.15.17]
"Board games are software that run on people," says game designer Tim Fowers in his GDC 2017 Board Game Design Day talk about the design and development of his co-op heist board game Burgle Bros.
Design, Indie, Video, Vault

These are the games you'll play at GDC 2018's alt.ctrl.GDC showcase!  
by Staff [12.15.17]
Game Developers Conference 2018 organizers have once again selected 20 great, one-of-a-kind games for next year's alt.ctrl.GDC, an on-site playable exhibit of alternative control schemes and games.
Design, Console/PC, Indie

Video: Capy Games' Super Time Force and the paradox of time travel  
by Emma Kidwell [12.14.17]
In this 2014 GDC session Capy Games' technical director Kenneth Yeung discusses the game design difficulties of time manipulation in Super Time Force.
Design, Production, Indie, Video, Vault

At GDC 2018, see how a diverse writers' room created the Life Is Strange prequel  
by Staff [12.14.17]
At GDC 2018 Deck Nine Games narrative director Zak Garriss will be delivering a talk on how the team adapted a TV writers' room approach to create Life Is Strange: Before the Storm.
Design, Indie, GDC

The struggle to make sci-fi space colonies feel grounded in Aven Colony  
by Jack Yarwood [12.14.17]
Mothership's Paul Tozour opens up a bit about how, through specific design and writing choices, the studio tried to make its sci-fi space colony management sim feel human and grounded.
Design, Console/PC, Indie, Video

Indie publisher Raw Fury closes $600k seed funding round  
by Alissa McAloon [12.13.17]
The investment will allow Raw Fury to bring more games onto its publishing label than originally planned during 2018 and will fund the hiring of additional personnel to work with devs.
Business/Marketing, Console/PC, Indie

Fixing Your Game's Perceived Slowness with Elevators 1
by Doug Stewart [12.15.17]
When people complained about slow elevators, adding mirrors solved the problem. This article explains how to apply this same wisdom to minimizing the perceived inconvenience of load times in video games.
Design Console/PC Indie Social/Online Smartphone/Tablet

Post-Mortem: It's a Blob  
by Daniel Gregory [12.15.17]
This Post-Mortem is part of a assignment for a Diploma in Game Design. This Post-Mortem talks about some of the things that we encountered and how we resolved some of the issues.
Design Console/PC Indie

How to finish your game - 5 tips for indie developers 2
by Leszek Gorniak [12.14.17]
In this post I will present a few hints that helped me finalize my game projects. My observations apply primarily to small, indie projects, the projects that we do in our spare time, without any significant budget.
Design Production Console/PC Indie

Gaming Without Barriers: Why we need to include Accessibility in the concept phase of game development 2
by Zein Okko [12.14.17]
Accessibility in gaming is gaining more awareness, but there's still a long way to go. I want to share my experiences with making our game accessible and provide a few tips and links on the topic.
Design Production Console/PC Indie

Work on animation  
by Konstantin Bulatov [12.14.17]
We added animation to the main character and the enemy
Design Art Indie

Supergiant Games — San Francisco, California, United States
Technical Designer

Armor Games Studios — Irvine, California, United States
Junior Web Developer