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May 25, 2015
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Sunset: Not that seventies style 2
by Gamasutra Community [05.25.15]
Tale of Tales' Michael Saymn writes about capturing the style of a decade through reference material -- not just visual, but political and cultural -- in Sunset.
Design, Production, Art, Console/PC, Indie

Postmortem of the jam process: Looking back at our Ludum Dare meetup 2
by Gamasutra Community [05.25.15]
"Why would we have a real-world meeting for a game jam that prides itself in being online? The short answer is that a real-world gathering provides a number of distinct advantages."
Production, Console/PC, Indie

Adding female Kerbals: The art iteration process 1
by Gamasutra Community [05.25.15]
"After overcoming all the challenges that the design exposed, Val felt like an already member of the Kerbal Universe. She become, as stated at the beginning of the post, more than polygons and textures."
Art, Console/PC, Indie

Design 101: Complexity vs. depth 4
by Gamasutra Community [05.25.15]
"You might be seriously worried that the game simply wont be deep enough to meet your design goals without the added complexity. Thats a valid concern. Not once have I ended up adding the complexity back in."
Design, Console/PC, Indie

How to use Photoshop Layer Styles: An advanced guide for game illustrators 7
by Gamasutra Community [05.22.15]
"If you're like many Photoshop users, you might not use Layer Styles much. Or maybe you think that they're only good for cheesy bevel and drop shadow effects. Actually, Layer Styles can be very powerful."
Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Point-and-click in the age of touch: Interface design for adventure games 1
by Gamasutra Community [05.22.15]
"Create something new nobody has seen before that ultimately fits your game! Seriously! I'd like to encourage that! There should be more adventure games with innovative and new interfaces."
Design, Console/PC, Indie, Smartphone/Tablet

Armor for dummies, and/or game developers 42
by Gamasutra Community [05.21.15]
A crash course in realistic armor design, since "some game character designers, not having to deal with physical items or the dangers of real battle, don't quite grasp some of the basics of functional armor design."
Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

Making a VR game ASAP: Galaxy Grapple, a Gear VR jam postmortem  
by Gamasutra Community [05.21.15]
Quick iterations and gameplay experimentation: A look back at the dev process for a VR game developed under tight constraints for a competition.
Design, Production, Console/PC, Indie, Smartphone/Tablet


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


Not that seventies style 2
by Michael Samyn [05.22.15]
Some details about the 1972 that inspired Sunset, from modernism and eclecticism to blaxploitation and objectification.
Design, Art, Console/PC, Indie

Goat Simulator Media presence case study  
by Thomas Bidaux [05.22.15]
A look at the media presence of Goat Simulator.
Business/Marketing, Console/PC, Indie

Procedural Generation: digging deeper  
by Luis Diaz [05.22.15]
By now we have heard a lot about procedurally generated maps but, how about procedurally generated narrative? What do you know about that? Learn why you should care about it.
Design, Console/PC, Serious, Indie, Smartphone/Tablet

Reworking Salvaged's Environments Post Rezzed  
by Dave Preston [05.22.15]
An update on the new approach for creating environments in Opposable Game's Salvaged.
Programming, Art, Console/PC, Indie

How to use Photoshop Layer Styles like a Boss - Advanced guide for game illustrators 7
by Dave Bleja [05.21.15]
Photoshop Layer Styles are very powerful and surprisingly versatile, and I use them for almost all of Spryke's graphics. In this guide, I go through various Layer Style tips & tricks, including Pseudo Color Overlays, internal Adjustment Layers and more.
Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Torn Banner Studios — Toronto, Ontario, Canada
[05.22.15]
Senior Multiplayer Level Designer


Sheridan College — GTA , Ontario, Canada
[05.21.15]
Part-time Teaching Opportunities, Game Design


Windy Games — White Plains, New York, United States
[05.19.15]
Game Programmer


Filament Games LLC — Madison, Wisconsin, United States
[05.19.15]
Visual / Interaction Designer


Filament Games LLC — Madison, Wisconsin, United States
[05.19.15]
Game Engineer II


Filament Games LLC — Madison, Wisconsin, United States
[05.19.15]
Development Operations Assistant


CCP — Reykjavík, Iceland
[05.19.15]
UI Designer


Zindagi_Games — Camarillo, California, United States
[05.18.15]
Mobile Game Designer
Zindagi Games is looking for Mobile Game Designers!

Urthworx — New York, New York, United States
[05.01.15]
Lead Programmer


The Art Institute of Washington — Arlington, Virginia, United States
[04.30.15]
PT Video Game Programming Instructor