Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
February 14, 2016
arrowPress Releases
February 14, 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:

Postmortem: Joel McDonald's Prune 5
by Joel McDonald [02.12.16]
"Prune is a tiny mobile game about the simple pleasures of growing and cultivating trees. Itís a delicate dance to remove that which does not matter in favor of that which does."
Business/Marketing, Design, Programming, Production, Indie, Smartphone/Tablet, Video

Blog: Is Steam's Early Access a ticking time bomb? 22
by Gamasutra Community [02.12.16]
"There is a ticking time bomb in Early Access, and no-one knows how big it is. The sooner Steam acknowledges that, and introduces methods to deal with it, the better the platform will be and the less effect it will have on consumers."
Business/Marketing, Console/PC, Indie

Road to the IGF: Zachtronics' Infinifactory  
by Kris Graft [02.12.16]
"All of Infinifactory's mechanics were invented from scratch to create an open-ended system that resulted in solutions reminiscent of actual factories."
Design, Console/PC, Indie, Video

How Firewatch builds character through map design 4
by Alex Wawro [02.11.16]
Everybody's buzzing about Firewatch, but Gamasutra editor Alex Wawro thinks nobody's talking about one of the best bits of†the game's†design: the map.††
Design, Console/PC, Indie

Road to the IGF: League of Geeks' Armello  
by Alex Wawro [02.11.16]
"Our initial pitch for the game was 'Kung Fu Panda crossed with Game of Thrones,'" says Ty Carey, League of Geeks cofounder and Armello†art director.
Design, Art, Indie, IGF

Publishing on Steam: Maximize discoverability by avoiding my mistakes 3
by Gamasutra Community [02.10.16]
The long journey of a game's development and the mistakes made and lessons learned by its developer along the way -- very particularly as regards selling the game on Steam.
Business/Marketing, Indie

Tim Schafer on the future of crowdfunding and publishing, post-Psychonauts 2 11
by Christian Nutt [02.10.16]
Psychonauts 2 has been successfully crowdfunded, to the tune of nearly $4 million. 49 percent of that came from investment. Here, Double Fine's Tim Schafer talks about the future of crowdfunded games.
Business/Marketing, Console/PC, Indie

The 3 key elements of your game's look 2
by Gamasutra Community [02.12.16]
"Your game has to be instantly recognizable. It's very difficult to find a unique, intriguing style. So far, the best way I've found is to enhance the qualities unique to your game, through gameplay, but also through your art."
Business/Marketing, Art, Indie

Video game active ambient music and figurative silence  
by Pieter Smal [02.12.16]
In this article, Pieter Smal analyses five tracks in pursuit of compositional balance: the usage of breaks and figurative silence in active ambient tracks.
Audio, Serious, Indie

Designing Interactive Story (PART FIVE)  
by Greg Johnson [02.12.16]
Greetings. This is part 5 of a 6 part series on Designing Interactive Story. A lot has been written about Interactive story, but very little in way of practical "how do you do it" guides have been made available. Reading these in order is recommended!
Design, Console/PC, Indie, VR

How much does it cost to go to PAX South?  
by Richard Atlas [02.12.16]
In this blog post I discuss the costs associated with going to PAX South, and whether or not it's worth it to go.
Business/Marketing, Production, Console/PC, Indie

The INDIE ARENA BOOTH will be back at Gamescom 2016  
by Jana Reinhardt [02.12.16]
It's time to apply with your game for the INDIE ARENA BOOTH. We are back in 2016 with 600 m≤ for indie gaming at the Gamescom.
Business/Marketing, Indie

6 Things to Note About distribute() 1
by Lena LeRay [02.12.16]
We, the developers of Ultra Hat Dimension, have had an interesting couple of days with distribute(). Here are some things to be aware of if you're using it.
Business/Marketing, Indie

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

Sucker Punch Productions — Bellevue, Washington, United States
Character Artist
Character Artist

Tripwire Interactive — Roswell, Georgia, United States
Senior Gameplay Programmer
Senior Gameplay Programmer

Dark Rift Entertainment — Irvine, California, United States
UI / UX Designer
UI Artist / Designer

ROBLOX — San Mateo, California, United States
QA Tester (Xbox)