Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
September 3, 2015
arrowPress Releases
September 3, 2015
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:


Thoughts on finding your place in the industry 2
by Gamasutra Community [09.02.15]
"I donít know my place in the game world. Things are changing so fast that itís hard to tell if Iím on a good path or doing nothing at all."
Business/Marketing, Production, Indie

Bringing a 2D puzzler to VR in Fantastic Contraption for Vive  
by Bryant Francis [09.01.15]
The developers of Fantastic Contraption explain what they learned about best practices for VR development when they ported their simple 2D puzzle game into a 3D experience for Vive.
Business/Marketing, Design, Programming, Production, Indie, Video

The game design scrapheap 2
by Gamasutra Community [09.02.15]
"So Iíve stopped working on my previous game and added it to the game design scrapheap which grows bigger by the year."
Design, Production, Indie

Making a game feel new again by revamping player mobility 5
by Gamasutra Community [08.31.15]
A detailed tour through the design of Shovel Knight's all-new playable character, Plague Knight, and how his completely different movement style posed both challenges and opportunities.
Design, Console/PC, Indie

Looking back at Disastr_Blastr's dev: Two years as a solo indie 1
by Gamasutra Community [09.01.15]
"Here you have it -- all the best thoughts and observations I could scrape together from 2+ years of solo indie development. I hope some of you out there find this useful."
Audio, Business/Marketing, Design, Production, Art, Console/PC, Indie

How working on gross, violent games can mess with developers Exclusive 16
by Alex Wawro [08.27.15]
We often hear about how playing violent or otherwise disquieting games affects people, but how does the process of working on these projects affect developers? Gamasutra chats with a few to find out.
Audio, Art, Console/PC, Indie, Social/Online, Exclusive

Why we built our own tech for our indie game 22
by Gamasutra Community [09.02.15]
"We hear two things from people who see our game for the first time: 1) They're surprised weíre not using Unity. 2) They canít figure out how we created the game's look. These two things are directly related."
Programming, Console/PC, Indie

Platforming with paint: Making a splash with INK  
by Gamasutra Community [09.02.15]
"We have been overwhelmed by the response INK has had. This only motivates us to keep supporting the game a little bit longer, and adding features we had to cut during development."
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie


Postmortem: Pinball-RPG hybrid Rollers of the Realm 6
by Sean Thompson, Tony Walsh, Ericka Evans, David Evans [12.31.14]
What happens when an indie studio pulls in triple-A talent to make a game with a really weird twist? This postmortem covers the development of pinball/RPG hybrid Rollers of the Realm.
Design, Postmortem, Console/PC, Indie

Sponsored: 'Sweat, Swearing and Tears' - A new documentary series on indie game developers 8
by Jocelyn Moffatt [07.07.14]
Patrick Haynes, Founder and Executive Producer at Fatbelly Productions, speaks about his experience working with Barking Mouse Studio and Autodesk on a new indie game-focused documentary series.
Console/PC, Indie, Sponsored Feature, Smartphone/Tablet, Mobile Games

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

The ups and downs of doing online multiplayer as an indie 14
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

Friends forever: The story of Sportsfriends 1
by Mike Rose [05.05.14]
Douglas Wilson and Bennett Foddy talk us through how Sportsfriends came about, from the troubles of publishing J.S. Joust on its own, to finding the perfect four games for the package.
Design, Postmortem, Production, Console/PC, Indie, Crowdfunding, Advanced Input and Output


Linux game development in 2015  
by Yanick Bourbeau [09.02.15]
There are so many articles about how to do games using Windows with engines such as Unity and flipping art from assets stores. But really there are not many articles about alternative development processes such as building under Linux.
Audio, Programming, Production, Art, Indie

My Animation Pipeline for Political Party Animals  
by Ryan Sumo [09.02.15]
I go over my pipeline for making and animating characters using Photoshop and 2Dtoolkit in Unity.
Art, Indie

We Should Patch Our Games 1
by Keith Burgun [09.02.15]
In this article, Keith Burgun unpacks some of the complaints surrounding game patches, and explains why, despite the annoyances, patching our games beats the alternative.
Design, Production, Console/PC, Indie, Smartphone/Tablet

Four Lessons That 30+ Years of Software Development Has Taught Me About Building Games  
by BjÝrn Furuknap [09.02.15]
I recently left a long career doing corporate and business software development. In fact, I have written software professionally for more than 20 years now. During those years, I've learned a few valuable lessons that I'd like to share with you.
Programming, Serious, Indie

Why we built our own tech for our indie game Future Unfolding 22
by Andreas Zecher [09.01.15]
We often hear two things from people who see Future Unfolding for the first time: 1) They are surprised that weíre not using Unity. 2) They canít figure out how we created the look of the game. These two things are directly related to each other.
Programming, Art, Indie


Cloud Imperium Games — Austin, Texas, United States
[09.02.15]
Senior Server Engineer


Cloud Imperium Games — Santa Monica, California, United States
[09.02.15]
Gameplay Engineer


Cloud Imperium Games — Santa Monica, California, United States
[09.02.15]
Marketing Manager


CCP — Newcastle, England, United Kingdom
[09.02.15]
Brand Director


Limbic — San Francisco, California, United States
[09.01.15]
Senior Software Engineer (Client, Gameplay Programmer, C++)


Zindagi_Games — Camarillo, California, United States
[08.31.15]
Mobile Game Designer (immediate opening)
Zindagi Games is looking for Mobile Game Designers!

Pure Imagination Studios — Van Nuys, California, United States
[08.27.15]
Unreal Developer


Shiver Entertainment — MIAMI, Florida, United States
[08.27.15]
Senior Data Analyst


Supergiant Games — San Francisco, California, United States
[08.25.15]
Programmer


Brace Yourself Games — Vancouver, British Columbia, Canada
[08.19.15]
Lead 3D Artist