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October 7, 2015
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October 7, 2015
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Art Design Deep Dive: The hand-drawn art and animation of Jotun  
by Jo-Anne Gauthier, Alexandre Boyer [10.07.15]
The art director and lead animator on Thunder Lotus Games' Jotun take a deep dive into the choices and challenges behind the game's unique art design and animation.
Design, Art, Console/PC, Indie

What happened to PlayStation's first indie dev community? 4
by Dan Chamberlain [10.06.15]
‘Net Yaroze and the community around it was pretty much my whole life at the time,’ says Chris Chadwick, creator of the award winning Blitter Boy. ‘Sad, I know...but it was great!’
Design, Programming, Production, Art, Console/PC, Indie, History

The decline of Flash browser games: An analysis 11
by Gamasutra Community [10.06.15]
"At the very least the online browser game industry for all types of games is smaller than it was two years ago in 2013 and appears to be at best stagnant and still vulnerable to further decline."
Business/Marketing, Indie

When an architect designs a video game, you get Block'hood 4
by Chris Kerr [10.05.15]
Architect-turned-game-developer Jose Sanchez wants to understand why players are compelled to create by asking them to turn natural chaos into order in his neighborhood sim, Block'hood.
Design, Production, Console/PC, Indie

Refactoring: The way to perfection 9
by Gamasutra Community [10.06.15]
"Refactoring is a necessity to reach the best version of your game. Don't look down on it. Refactor as often as you can and you won't regret it. Saving that one MB today may save your life tomorrow."
Programming, Console/PC, Indie, Smartphone/Tablet

Don't Miss: A biometric study of how horror games affect players  
by Joel Windels [10.05.15]
Usability studio Vertical Slice measures player reactions to four horror games to find out which is "scariest," how casual and core players react, and whether they get scared in the same way.
Audio, Design, Console/PC, Indie

Video: Watch ten great European indie game talks in under an hour  
by Staff [10.05.15]
Check out the second annual GDC Europe Innovative Games Showcase, a curated exhibition of innovative and experimental games, with 10 microtalks from indie devs about new ways to design games.
Design, Console/PC, Indie, Smartphone/Tablet, Video, Vault

Beneath the pixels: The art direction of Super Time Force 6
by Dan Vader, Mike Nguyen & Vic Nguyen [10.02.15]
A deep look at the decidedly non-retro pixel art direction for Capy Games' Super Time Force Ultra -- what it takes to make a "fever dream" of a 2D game on HD hardware.
Art, Console/PC, Indie, Video

Postmortem: Pinball-RPG hybrid Rollers of the Realm 6
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 14
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

Lessons Learned From My First Time Showing a Game at a Con  
by Dylan Bennett [10.06.15]
I showed my game at Indie Game Con this last weekend. It was my first time ever showing a game at a con and I learned many valuable lessons I wish I had known before I went.
Business/Marketing, Indie

Free Cross-Platform Arcade Game One Year Postmortem: Max Gentlemen  
by Ryan Wiemeyer [10.06.15]
This postmortem covers the very human side of development and how what was supposed to be a free little 3 month project took over a year. Read on to see how the successful developers of Organ Trail totally flopped on their sophomore game.
Business/Marketing, Design, Console/PC, Indie, Smartphone/Tablet

Exhibiting at the Tokyo Game Show indie area – was it worth it? 5
by Brandon Sheffield [10.05.15]
Necrosoft Games goes to the Tokyo Game Show as an exhibitor for the first time. The results were mixed. Is it worth the trek out for your game?
Business/Marketing, Production, Console/PC, Indie, Smartphone/Tablet

Losing Control of Difficulty in Game Design  
by Josh Bycer [10.05.15]
Creating challenging games is not easy, and today's post looks at the balancing act of difficulty and challenge to impact the player's willingness to keep going.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Greenlight Post Mortem: 5 helpful tips behind P.A.M.E.L.A.'s Success  
by Adam Simonar [10.05.15]
Our Greenlight campaign for our game P.A.M.E.L.A. was met with great feedback: we were #1 on Greenlight within 48 hours of going live, and remained there until we were Greenlit 10 days later. I'll try to break down the 5 reasons why I think it worked!
Business/Marketing, Production, Art, Console/PC, Indie

Loot Crate — Los Angeles, California, United States
Lead Game Designer
Lead Game Designer

Limbic — Cologne, Germany
QA Lead

Mediatonic — London, England, United Kingdom
Game Designer

CodeHatch Corp. — Edmonton, Alberta, Canada
3D Artist

Zindagi_Games — Camarillo, California, United States
Senior Mobile Game Designer Needed!
Zindagi Games is looking for Mobile Game Designers!

Imangi Studios — Raleigh, North Carolina, United States
Environment Artist
WeÂ’re looking for a highly creative, self motivated artist with solid 3D modeling, texturing, and lighting skills for environments and prop work.

Imangi Studios — Raleigh, North Carolina, United States
Senior Game Developer
This role is responsible for all aspects of building games including tools, gameplay, rendering, character control/animations, effects, management, and optimizations. In addition, senior game developers are expected to manage, mentor, and help train junior game developers.

Poki — Amsterdam, Netherlands
HTML5 Game Developer

Preloaded — London, England, United Kingdom
Game Designers

Tesla Motors Inc. — Los Angeles, California, United States
Software Developer for Visualization