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April 20, 2018
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Game Design Deep Dive: Dandara's unique jump-only movement mechanic  
by Jo„o Brant [04.20.18]
"By designing natively for different input methods, you can bring life to a completely new game design," writes Dandara dev Jo„o Brant in this Deep Dive into the game's unique movement system.
Design, Indie

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

How the West was fun: Have a look at West of Loathing's design doc 2
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

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

Don't Miss: Game design and mind control in Superhot 1
by Staff [04.19.18]
At GDC 2016, game director Piotr Iwanicki detailed Superhot's design process and how its developers ultimately leaned into the "mind control" elements of the game's narrative to build a better game.
Design, Console/PC, 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

Lessons Learned From Five Years of VR Locomotion Experiments  
by Paul White [04.20.18]
A five-year retrospective on lessons learned from inside the history of VR locomotion by industry pioneers at Cloudhead Games.
Design Indie VR

The Level Design of Super Mario Odyssey's Best Stage  
by Josh Bycer [04.20.18]
Super Mario Odyssey may have taken the level design of Mario in a different direction, but there was one stage that rose above the rest and is worthy of being studied more closely.
Design Console/PC Indie

Game clones in Eastern Europe: here's why.  
by Orchidee Stachelig [04.19.18]
Eastern Europe: talented devs, lack of original ideas. Why? A possible explanation follows.
Business/Marketing Design Indie Social/Online

Indie, AAA and other Buzzwords  
by Ionut Vaduva [04.19.18]
As soon as you get started with a new game, the market asks you to label yourself: Indie, AA, AAA, super-unicorn-AAA? So what would you choose?
Business/Marketing Production Indie

Try/Fail Cycles  
by Gregory Pellechi [04.19.18]
Games as power fantasies result in success after success for player character. For the story that makes them boring because the characters never encounter failure and have to change track. A Try/Fail cycle is vital to interesting storytelling in games.
Design Console/PC Indie

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

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

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.