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December 21, 2014
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December 21, 2014
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Gamasutra's Best of 2014: Brandon Sheffield's Top 5 'research' games 6
by Brandon Sheffield [12.19.14]
"In order to make sure I'm on the right track, sometimes I like to ground myself by playing games that have similar systems or elements to what what we want to achieve."
Design, Console/PC, Indie

Our indie game bombed... But a year later, we've sold 100,000 copies 3
by Gamasutra Community [12.19.14]
A year after bombing, a developer comes back to report: "One year ago we released Ethan: Meteor Hunter on PC -- we sold 127 units. As of today, we have sold 112,567 units."
Business/Marketing, Console/PC, Indie

Gamasutra's Best of 2014: Leigh Alexander's Top 5 Games 6
by Leigh Alexander [12.19.14]
Here are the five games that I think were most important this year; most expressive of the year, most likely to be remembered (by me) in later years. I like games that feel good and have something to say.
Design, Programming, Console/PC, Indie, Smartphone/Tablet

Creating AI: How I learned to stop worrying and love the bots 4
by Gamasutra Community [12.19.14]
"Prismata presents many new and unique challenges that make it different from a traditional RTS.Our goal is to design an intelligent, dynamic, and flexible AI system to allow players to have the most fun."
Programming, Console/PC, Indie

Gamasutra's Best of 2014: Phill Cameron's Top 5 Games 2
by Phill Cameron [12.19.14]
2014 marked a year where the best games were those that experimented with new ways to play, both from a mechanical and a narrative viewpoint.
Design, Console/PC, Indie, Smartphone/Tablet

Postmortem: Xeodrifter, a five-month Metroidvania project 4
by Gamasutra Community [12.18.14]
Renegade Kid's Jools Watsham delivers a comprehensive take on the emergency project his studio needed to get out by the end of 2014: What went into it, and what came out of it -- right and wrong.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Blog: How we attacked Early Access - The good, bad, and ugly 14
by Gamasutra Community [12.19.14]
"It may seem madness to pay $20 for a game that will eventually be free-to-play, but players did! And we didnt deceive them into doing it either."
Business/Marketing, Production, Console/PC, Indie

Gamasutra's Best of 2014: Christian Nutt's Top 5 Games 3
by Christian Nutt [12.18.14]
A surprising year for Gamasutra editor Christian Nutt, who ended up loving games he wasn't even anticipating -- all smaller in scope but better in execution than the big guys' titles.
Design, 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 13
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

How Octodad turned a group of strangers into best friends 4
by Mike Rose [01.29.14]
When 18 strangers were thrown into a room together, Octodad was born. Now three years later, the Young Horses team is about to bring it to fruition.
Indie


Sabotaz Inc. Post Mortem Part II: Graphics and Music  
by Vasileios Karavasilis [12.19.14]
In this article I try to give you an inside look on how the development process of our game Sabotaz Inc. went! In the second part I tackle Art and Music.
Audio, Production, Art, Console/PC, Indie

What Developers Can Do About Pirating Games  
by Ulyana Chernyak [12.19.14]
Piracy is a serious concern for game developers and today's post looks at some of the options available to designers to try and combat piracy.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Advice For New Gear VR Developers  
by E McNeill [12.19.14]
Some tips on developing for the Gear VR, the mobile VR headset from Samsung and Oculus.
Design, Programming, Production, Indie, Smartphone/Tablet

The Relief of Cancelling A Project To Work On Something Better  
by Tony Yotes [12.19.14]
I finished up the HUD and stared at it. I pulled up the app icon and stared at that too. I finally gave into the voice that kept saying "This isn't going well." and imagined how much happier I'd be if I could just start my dream project. Why stop myself?
Design, Production, Indie

Hiring a gamedev artist? Here are some things to keep in mind  
by Zachary Strebeck [12.19.14]
Game lawyer Zachary Strebeck interviews game artists Art Vogt and Lux for some opinions on how game developers should deal with paying their artists.
Business/Marketing, Design, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


En Masse Entertainment — Seattle, Washington, United States
[12.19.14]
Senior Product Manager
En Masse Entertainment is seeking a Senior Product Manager to lead help drive agile Marketing team. We’re a growing company of passionate gamers who love to come to “work.” We offer excellent service to our customers and each other. We’re looking for someone decisive, who can offer solutions, and isn't afraid to experiment. We need innovators who have learned from their past and have new ideas for the future.

Sucker Punch Productions — Bellevue, Washington, United States
[12.19.14]
IT Administrator


Sucker Punch Productions — Bellevue, Washington, United States
[12.19.14]
IT Administrator


Irrational Games — Quincy, Massachusetts, United States
[12.18.14]
Sr. Programmer (AI & Gameplay)


Cloud Imperium Games — Austin, Texas, United States
[12.18.14]
Senior Network Engineer


Cloud Imperium Games — SANTA MONICA, California, United States
[12.17.14]
Senior Producer


Cloud Imperium Games — Austin, Texas, United States
[12.17.14]
Release Engineer


Cloud Imperium Games — Santa Monica, California, United States
[12.17.14]
Lighting Artist


Cloud Imperium Games — Austin, Texas, United States
[12.17.14]
Server/Backend Engineer


Cloud Imperium Games — Austin, Texas, United States
[12.17.14]
Gameplay Engineer