Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 1, 2016
arrowPress Releases
May 1, 2016
PR Newswire
View All
View All     Submit Event

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Video: Designing without a pitch - The FTL postmortem 1
by Staff [04.29.16]
FTLdevs Matthew Davis and Justin Ma speak frankly at GDC 2013 about how and why theyfrequently altered or abandoned aspects of the game'sdesign as they developed it to evoke a specific feeling.
Audio, Business/Marketing, Design, Programming, Production, Art, Indie, Video, Vault

Don't Miss: Molyneux and Webley recount the history of Lionhead  
by Simon Carless [04.29.16]
Now that Lionhead is closed, look back at this 2006 feature where Peter Molyneux and Mark Webley speak at length about how they helped create the company, and their lessons learned along the way.
Business/Marketing, Design, Programming, Production, Console/PC

Don't Miss: The designers of Thief and Deus Ex talking shop at GDC  
by Staff [04.28.16]
Deus Ex designer Warren Spector and Thief designer Doug Church grill each other on stage at GDC 2002 about their design decisions and how to talk shop without destroying the "magic of game creation."
Design, Programming, Production, Console/PC

Lumberyard 1.2 expands mobile support, makes multiplayer easier 1
by Chris Kerr [04.28.16]
The latest update to Amazon's Lumberyard game engine has brought with it 218 improvements, fixes, and features across 20 of Lumberyards components.
Programming, Production, Smartphone/Tablet, Video

Life after leaving a game studio, according to narrative designer Chris Avellone 2
by Brandon Sheffield [04.28.16]
Chris Avellone might shower less these days, but he definitely writes more. Here, he discusses his creative life after Obsidian, and the difficulty of working with established franchises.
Design, Production, Console/PC

'There are a lot of ways to chop off a head' - Double Fine's Tim Schafer on humor 19
by Brandon Sheffield [04.28.16]
Tim Schafer discusses the challenges and triumphs of creating games with humor, as he illustrates his storied career.
Design, Production, Console/PC, Indie

How much does it cost to go to PAX East? 1
by Richard Atlas [04.29.16]
In this post I talk about some of the benefits we got from PAX East, and break down the costs associated with going. We're from Montreal, but this can apply to anyone anywhere.
Business/Marketing, Production, Console/PC, Indie

Preparing your project for version control using SourceTree and Bitbucket  
by Elmar Talibzade [04.29.16]
At some point of game development, we all need to secure our project away from harm So today I am going to teach you how to add your existing work to a Bitbucket repo using SourceTree.
Programming, Production, Console/PC, Indie, Smartphone/Tablet

Implementing Context Sensitive Commands in UI Design  
by Josh Bycer [04.28.16]
Today's post looks at the implementation of context sensitive commands and the thought process that goes into them.
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

The transition from indie developer to publisher  
by Neil Yates [04.28.16]
My company (Creaky Corpse Ltd) recently published March of the Living, an indie roguelike by Machine22. This was the first time Id ever published a game by another indie developer, and I found the journey incredibly eye opening. This is what I've learned
Business/Marketing, Design, Production

Making of the Paperverse, the art-style of Book of Demons 1
by Maciej Biedrzycki [04.27.16]
About a month ago we revealed Book of Demons, our deck-building hack and slash. Since then people have been asking about the paper art-style we adopted, so we decided to put up an article about it. Hope you will enjoy the story how it all came to life.
Production, Art, Console/PC, Indie

Systems Admin for the Indie Developer  
by Scott McCutchen [04.27.16]
I recently took some time off from developing our upcoming title to reconfigure our network infrastructure, and I felt as though my experience could be helpful for any other indie devs looking to start their own game companies.
Business/Marketing, Programming, Production, Indie

Loot Crate — Los Angeles, California, United States
Game Producer
Loot Crate has expanded the Loot Crate experience to encompass games, digital products, augmented reality and more interactive experiences. We’re now on the hunt for an experienced game producer to lead our interactive efforts.

Sucker Punch Productions — Bellevue, Washington, United States

Demiurge Studios (SEGA) — Cambridge, Massachusetts, United States
Engineering Director

Irrational Games — Westwood, Massachusetts, United States
Associate Producer II
The studio formerly known as Irrational Games is looking for an Associate Producer II. In this role you will be assisting in the production of an AAA game by supporting the Senior Production Team, Creative Director, and Studio Leads. Experience supporting Design and Programming teams is highly desirable in this role.

Demiurge Studios (SEGA) — Cambridge, Massachusetts, United States
Game Director

Sony PlayStation — Santa Monica, California, United States
Programming Manager
Programming Manager

Age of Learning, Inc. — Glendale, California, United States
Director, Research

Cryptic Studios — Los Gatos, California, United States
Producer (All Types and Levels)

PerBlue — Madison, Wisconsin, United States
3D Technical Artist
PerBlue is looking for a talented and technically focused 3D Artist / Technical Artist to join our team. We make free-to-play mobile RPG and strategy games for iOS and Android played by millions of people all around the world. We’re an independent mobile gaming studio based in Madison, WI and have been named one of the Best Places to Work by Madison Magazine, a Top Developer by Google, and Madison's Favorite Tech Startup by the Isthmus.

PerBlue — Madison, Wisconsin, United States
Game Designer (Mobile F2P)
PerBlue is looking for a talented Game Designer to join our team. We make massively multiplayer, free-to-play mobile RPG and strategy games played by millions of people around the world. We’re an independent mobile gaming studio based in Madison, WI and have been named one of the Best Places to Work by Madison Magazine, a Top Developer by Google, and Madison's Favorite Tech Startup by the Isthmus.