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April 24, 2014
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April 24, 2014
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Close encounters with console indie execs, part 2: ID@Xbox's Chris Charla Exclusive  
by Brandon Sheffield [04.24.14]
What are the tastes, backgrounds and experience of some of the biggest decision-makers at major console companies? Developer and senior contributor Brandon Sheffield talks to ID@Xbox's Chris Charla.
Console/PC, Indie, Exclusive

Epic releases Unreal Engine 4.1, including PlayStation 4, Xbox One support 1
by Christian Nutt [04.24.14]
Subscribers can now download the new version from GitHub, including both the stable build and "bleeding edge," untested new code.
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

A veteran producer's take on how to write a game concept doc 3
by Gamasutra Community [04.24.14]
"There are a lot of resources online that talk about game concepts and game design documents. So instead of retreading used ground, I wrote a game concept for us to examine together."
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Close encounters with console indie execs, part 1: PlayStation's Adam Boyes Exclusive 3
by Brandon Sheffield [04.23.14]
What are the tastes, backgrounds and game industry experience of some of the biggest decision-makers at major console companies? We find out, starting with PlayStation's Adam Boyes.
Business/Marketing, Console/PC, Indie, Exclusive

That Dragon, Cancer developer shares grace through game design  
by Alex Wawro [04.23.14]
Josh Larson exhorted fellow developers to think of games as a form of communication between themselves and their players in a talk given today at the 12th annual Games for Change festival.
Design, Console/PC, Indie

Q&A: How self-publishing brought Age of Wonders 3 back to life Exclusive 2
by Alex Wawro [04.22.14]
In the wake of this fantasy 4X strategy game's remarkable launch, Gamasutra sits down with Age of Wonders 3 lead designer Lennart Sas to find out why the studio waited 11 years to return to its roots.
Business/Marketing, Design, Production, Console/PC, Indie, Exclusive, Video

Think you don't have the resources for user testing? Think again 2
by Gamasutra Community [04.22.14]
"User testing is critical, especially when you don’t have resources to spare. The long-term benefits far outweigh the short-term costs, and if you do it right, you'll make a better game."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

How I beat burnout and started having fun making games again 7
by Gamasutra Community [04.21.14]
An independent game developer writes about the dangers of crunch, the wonder of flow and his path from recovery to burnout.
Production, Console/PC, Indie


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

How today's game developers come to grips with self-promotion 17
by Leigh Alexander [01.15.14]
Leigh Alexander speaks to developers who have been forced to acclimate to a world where they have to market their own games, do their own press outreach, and create their own materials.
Business/Marketing, Indie

How indies made an impact on a generation of game consoles 5
by Mike Rose [11.19.13]
Gamasutra's Mike Rose looks back on the previous console generation with a focus on the rise of the indie developer.
Indie

Revisiting Greenlight 17
by Mike Rose [11.05.13]
Gamasutra talked to a variety of developers -- some with games on Greenlight, others whose games have been through the Greenlight process and are now on Steam -- to get their thoughts on where Greenlight is now.
Business/Marketing, Console/PC, Indie, Digital Publishing

Best practices for VR, from seven devs working with the Oculus Rift 2
by Kris Ligman [10.29.13]
With the Oculus Rift serving as the forerunner in a new wave of interest in virtual reality technologies for games, Gamasutra sought out seven developers who had managed to get their hands on a development kit -- and ask how their projects are coming along.
Indie, Exclusive, Advanced Input and Output, VR


Thinking from the player's perspective  
by David Lin [04.24.14]
As developers, designers of games, how often do we stop to think about the people who gets to play them? Do we take into consideration what their perspectives are?
Audio, Design, Programming, Production, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

We Ask Indies: Chris Suffern, creator of Super Mutant Alien Assault!  
by Nico Saraintaris [04.23.14]
Chris Suffern is a game dev from Sydney. In this Q&A he talks about starting a game dev career at 29, jams, co-op games, favourite devs and Bond, James Bond!
Design, Production, Console/PC, Indie

The Power of Showing Your Work 2
by Michael Fitch [04.22.14]
One simple tool can make your work life better.
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Build a Bad Guy Workshop - Designing enemies for retro games 4
by Garret Bright [04.22.14]
While solid level design can make or break a game, so does solid enemy design. Mix and match attributes from this list to help craft interesting enemies.
Design, Console/PC, Indie

Why Minesweeper Sucks & How We Hope To Fix It  
by Jeremiah Alexander [04.22.14]
Minesweeper is a classic! Most people would agree with this statement... most! For some people however, Minesweeper simply sucks! Our soon to be released game, Grave Matters, is based on Minesweeper and this is how we are trying to make it better.
Design, Production, Indie, Smartphone/Tablet


Muti Labs — Santa Monica, California, United States
[04.23.14]
Senior Game Engineer


The Digital Animation and Visual Effects School — Orlando, Florida, United States
[04.22.14]
Administrator


Petroglyph Games — Las Vegas, Nevada, United States
[04.22.14]
Visual FX Artist


Telltale Games — San Rafael, California, United States
[04.18.14]
Sr. Platform Engineer (emphasis on Next-Gen and TV!)
Want to own our upcoming next-gen ports? Telltale Games is seeking an enthusiastic Senior Platform Engineer to help us build out our next-generation platform technology for XboxOne and PS4 for upcoming IPs and our award-winning titles!

Telltale Games — San Rafael, California, United States
[04.18.14]
Senior Systems Engineer - Core Technology
Want to break new ground in game and engine development? Telltale Games is seeking an enthusiastic Senior System Engineer to help us build our next-generation of episodic narrative technology for upcoming IPs and our award-winning titles!

Mapzen — New York (or San Francisco), New York, United States
[04.18.14]
Mobile Graphics Engineer


Fun Bits Interactive — SEATTLE, Washington, United States
[04.18.14]
Senior Engine Programmer
Fun Bits Interactive is a team of passionate and experienced game developers based in Seattle, WA! We are looking for a senior engine programmer to push our proprietary engine on next-gen consoles and beyond. This programmer would design and implement code to improve the engine’s functionality and creators’ productivity. The Senior Engine Programmer will design and implement engine technology for current and future games as well as profile and optimize code for game consoles.