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August 28, 2014
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August 28, 2014
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Game Design Deep Dive: Amnesia's 'Sanity Meter' 13
by Thomas Grip [08.27.14]
Amnesia: The Dark Descent's "sanity meter" feature was born out of darkness. Creative director Thomas Grip explains the evolution of the meter's design.

The Blue Shell and its Discontents 40
by Ian Bogost [05.30.14]
As the latest Mario Kart hitting store shelves this week, author, professor and game developer Ian Bogost draws lessons from the franchise's most (in)famous item.

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

'Roguelikes': Getting to the heart of the it-genre 18
by Christian Nutt [05.21.14]
Over the last year, the roguelike has become the it-genre. Gamasutra speaks to developers to get to the heart of its appeal.
Business/Marketing, Design, Interview, Console/PC, Smartphone/Tablet

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

Video: Miegakure dev offers perspective on designing 4D movement 2
by Alex Wawro [08.28.14]
A new promotional video for Marc Ten Bosch's 4D puzzler Miegakure seeks to explain how the game implements four-dimensional movement as a puzzle-solving mechanic.
Design, Console/PC, Indie, Video

Don't Miss: Let's retire the word 'gamer' Exclusive 107
by Brandon Sheffield [08.28.14]
"The word 'gamer' is regressive. It accepts the portrait of us painted by the mainstream news media, and every time I hear it or read it it actually makes me feel a little sick."
Audio, Exclusive, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Programming, Design

'Gamers' don't have to be your audience. 'Gamers' are over. Exclusive 144
by Leigh Alexander [08.28.14]
'Game culture' as we know it is kind of embarrassing -- itís not even culture. Itís buying things, spackling over memes and in-jokes repeatedly, and itís getting mad on the internet.
Business/Marketing, Design, Programming, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet, Exclusive

Managing a Crowd-funded Budget  
by Ulyana Chernyak [08.28.14]
Crowd-funding has led to many developers and first timers managing their own budget. But making use of crowd-funding to fund a studio can be tricky and today's post examines the costs that must be considered.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

A Guide to Ending "Gamers"  
by Devin Wilson [08.28.14]
Devin Wilson offers 18 weird tricks to bring about the end of "gamers". Conservative hatemongers hate him!
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Real time in game facial animation changes everything  
by Victor Didra [08.28.14]
Mixamo just announced the closed beta of real time in game facial animation via users webcams. This changes everything. Let's imagine the new opportunities.
Business/Marketing, Design, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

This Week in Archmage Rises: The Muse  
by Thomas Henshell [08.28.14]
Getting back into the game dev groove while life happens
Design, Programming, Production, Console/PC, Indie

What does $100 buy in Battlefield 4?  
by Ethan Levy [08.28.14]
Following the introduction of several IAP elements in Battlefield 4 over the past few months, I investigate the effects spending $100 in shortcuts and Battlepacks has on the multiplayer experience.
Business/Marketing, Design, Console/PC

Sucker Punch Productions — Bellevue, Washington, United States
Lead Mission Designer

Sucker Punch Productions — Bellevue, Washington, United States
Environment Art Lead
Environment Art Lead

Digital Extremes — LONDON, Ontario, Canada

HitPoint Inc. — Amherst, Massachusetts, United States
Senior Game Designer

Gameloft — Seattle, Washington, United States
Creative Director
Mobile games dominator Gameloft, worldwide publisher of mobile and social games,is looking for a Creative Director to start a new studio in Seattle.

Yoh — Vancouver, British Columbia, Canada
Rendering Engineer Job

Yoh — Vancouver, British Columbia, Canada
Multiplayer Designer Job

InnoGames GmbH — Hamburg, Germany
Quest Writer (m/f) for The West
Quest Writer (m/f) for The West

InnoGames GmbH — Hamburg, Germany
Game Designer Tribal Wars (m/f)
Game Designer Tribal Wars (m/f)

Mobilityware — Irvine, California, United States
Senior UI Artist