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March 4, 2015
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March 4, 2015
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Postmortem: Failbetter Games' Sunless Sea  
by Alexis Kennedy [03.04.15]
Failbetter Games co-founder Alexis Kennedy takes you behind the scenes of what went right (and wrong) during development of the studio's darkly comedic roguelike game Sunless Sea.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Hands-on: Full-room SteamVR highly-impressive, even as a prototype  
by Kris Graft [03.04.15]
Valve Software was on hand at Game Developers Conference 2015, doing behind-closed-door demos of full-room SteamVR, and even in prototype form, the company's offering is already impressive.
Console/PC, Indie, GDC

Unity won't be sold, and is planning for a VR future: John Riccitiello speaks 1
by Christian Nutt [03.04.15]
Unity's CEO holds court with Gamasutra, dismissing the possibility of an acquisition, charting the future of the engine, and talking about what sets the company apart. Oh, and yeah, he talks pricing.
Business/Marketing, Programming, Console/PC, Indie, Smartphone/Tablet, GDC

Valve debuts Source 2 for free in bid to compete with Epic, Unity 10
by Alex Wawro [03.03.15]
Valve is officially debuting its long-rumored Source 2 engine at GDC this week alongside a host of other new technologies, and it's expected to launch at a competitive price: free.
Business/Marketing, Design, Programming, Production, Console/PC, Indie

The rise of games you (mostly) don't play 19
by Simon Parkin [03.03.15]
"Idle games," or games that virtually play themselves, are a nascent genre that sometimes become unexpectedly popular. Anthony Pecorella with Kongregate explains.
Design, Indie, Social/Online, Smartphone/Tablet, GDC

Unity 5 released with upgrades, full-featured free version 55
by Christian Nutt [03.03.15]
This morning, Unity released the latest version of its engine, which it announced a year ago -- and Gamasutra talks to CEO John Riccitiello about the competition, and his plans for the company.
Business/Marketing, Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The secrets behind This War of Mine's emotional impact Exclusive 1
by Leigh Alexander [03.03.15]
11 Bit Studios Pawel Miechowski talks about how disrupting players' expectations, studying their decision-making process and creating opportunities to imagine helped make This War of Mine acclaimed and impactful.
Design, Programming, Console/PC, Indie, GDC, Exclusive, IGF

Unreal Engine 4 is now free-to-download for everyone 63
by Christian Nutt [03.02.15]
You'll still pay a royalty on any commercial projects you make, but say goodbye to subscription fees -- the popular engine is now completely free to try.
Business/Marketing, Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, GDC


Postmortem: Pinball-RPG hybrid Rollers of the Realm 5
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 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


Git for Unity Developers  
by Alistair Doulin [03.04.15]
This tutorial takes you through the steps to start using Git with Unity.
Programming, Console/PC, Indie, Smartphone/Tablet

Get your story straight  
by Krister Karlsson [03.04.15]
By using the power of stories you can with less effort reach your audience that you're looking for. People love to read and tell stories. Try and find yours to tell.
Business/Marketing, Indie

Angels, Devils, and Boomsticks: The Making of Demons with Shotguns - Preview  
by David Craddock [03.04.15]
Author David L. Craddock presents an excerpt from "Angels, Devils, and Boomsticks," the first story to be serialized in Episodic Content, a new serial webzine that publishes stories about the making of games and those who make them.
Design, Indie

Creating an IndieDev Email Drip Campaign  
by Bryan Fisher [03.04.15]
Get thoughts and ideas on creating an IndieDev Email Drip Campaign that'll improve your relationship with your fans.
Business/Marketing, Indie

Discipline not Motivation.  
by Seventeen Uncles [03.04.15]
Motivation is fickle & unreliable, Discipline is a trained skill. Discipline leads to results.
Audio, Design, Programming, Production, Art, Console/PC, Indie


Zindagi_Games — Camarillo, California, United States
[03.04.15]
Mobile Game Designer
Zindagi Games is looking for Mobile Game Designers!

Turbine Inc. — Needham, Massachusetts, United States
[03.04.15]
Senior Mobile Software Engineer, Gameplay
Turbine is looking for a Senior Mobile Engineer with iOS development experience. Multiple positions open.

Imangi Studios — Raleigh, North Carolina, United States
[03.03.15]
Game Developer
Game Developer

Cloud Imperium Games — Santa Monica, California, United States
[03.03.15]
Quality Assurance Lead


Cloud Imperium Games — Santa Monica, California, United States
[03.03.15]
Production Designer


Cloud Imperium Games — Santa Monica, California, United States
[03.03.15]
Marketing Director


Sucker Punch Productions — Bellevue, Washington, United States
[03.02.15]
Combat Designer


Sucker Punch Productions — Bellevue, Washington, United States
[03.02.15]
Environment Texture Artist


Sucker Punch Productions — Bellevue, Washington, United States
[03.02.15]
Environment Artist
Environment Artist

Sucker Punch Productions — Bellevue, Washington, United States
[03.02.15]
Concept Artist