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October 1, 2014
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A guide to breaking away and striking out on your own 21
by Gamasutra Community [10.01.14]
How Ethan Levy went from EA to success on his own: "There are a few critical lessons to learn if you are accustomed to having a steady income stream and a team of people whose mere presence holds you accountable."
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

GDC 2015 is now open for registration! 1
by GDC Staff [10.01.14]
The time has come to sign up for the largest and longest-running worldwide event for game developers: Game Developers Conference 2015 is now open for registration!
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

When a game misses its release window by four years Exclusive 2
by Mike Rose [10.01.14]
Back in the summer of 2010, I covered an intriguing music-based shooter called Substream on IndieGames.com. Four years later, Bradley's email address popped up in my inbox again, complete with a new trailer for the game.
Business/Marketing, Console/PC, Indie, Exclusive, Video

Making fast-paced multiplayer networked games is hard 5
by Gamasutra Community [10.01.14]
A practical guide to making internet play work -- the challenges and the solutions -- from an indie who wants to see more online indie games.
Programming, Console/PC, Indie

Posing as YouTubers, scammers got Steam keys from me and sold them 17
by Gamasutra Community [10.01.14]
"So, as it turned out, roughly 70% of the keys we had given out were taken under false pretenses, or to use a more direct term, stolen. It left us asking ourselves: Were we really so blind and naive?"
Business/Marketing, Console/PC, Indie

Has the new Steam clenched the holy grail of digital distribution? 8
by Gamasutra Community [09.30.14]
"I for one cautiously welcome our NewSteam overlords," writes Defender's Quest developer Lars Doucet, in this look at what the new Steam Discovery landscape has wrought.
Business/Marketing, Console/PC, Indie

Beautifully economic art: How 80 Days did it 10
by Gamasutra Community [09.30.14]
How the 80 Days devs generated great-looking art on the cheap: "What art style can we use that's economical, practical, beautiful and expressive? From where can we draw inspiration?"
Production, Art, Console/PC, Indie, Smartphone/Tablet

Fire Hose Games' accelerator program aims to offer indies what they need  
by Christian Nutt [09.30.14]
Indie Megabooth co-founder Eitan Glinert has launched a program to help out small developers: an incubator, modeled after those in the tech world, and located at his Boston-based studio, Fire Hose Games.
Business/Marketing, Production, 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 11
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

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


Forcefeedback Augmentation & The Future of Virtual Experince  
by Alexander Tomasik [10.01.14]
A brief, concise, detailed explanation forecasting gaming, health, interactions joining kinetics, life, movement, negotiating obstacles, preforming quantifiable research simulating the ultimate video-game warfare x-perince yearning zeal.
Business/Marketing, Design, Programming, Production, Art, Console/PC, Serious, Indie, Social/Online

Branching Conversation Systems and the Working Writer, Part 5: Arts and Craft 1
by Alexander Freed [10.01.14]
For decades, branching conversation systems have been a powerful tool in game narrative. In the fifth and final part of our series, we discuss means of improving branching dialogue on a line-by-line basis.
Design, Console/PC, Indie


The Begging.  
by Nadav Bar Kama [10.01.14]
in this first post ii will tell the story of my Begging`s as an Indie game developer, and a few insights and notes from my first steps and thoughts.
Indie

Indie Game Marketing Guide Part 1 - How to create Landing Pages  
by Marios Mouratidis [10.01.14]
You made a game? You must make a landing page. Easy as that. In this first article in a series of how to market your indie game, we will discuss what landing pages are, why you need them and how to design them.
Business/Marketing, Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Halo — Kirkland, Washington, United States
[10.01.14]
Senior AI Engineer
Work on one of the most exciting and creative intellectual properties in the industry; we are gathering an incredible team to help drive the future of Halo. As a Senior AI Engineer, you are core to enabling artists and designers realize their visions on screen. The ideal candidate will be able to drive forward our engine technology to best support the game vision. You will need to be able to collaborate with creative people and be able to deliver solid performant code in a AAA game engine. You must be a team player!

University of Texas at Dallas — Richardson, Texas, United States
[10.01.14]
Assistant/Associate Prof of Game Studies


Cloud Imperium Games — Santa Monica, California, United States
[09.30.14]
Marketing Director


Trendy Entertainment — Gainesville, Florida, United States
[09.29.14]
Tools Programmer


Fun Bits Interactive — SEATTLE, Washington, United States
[09.26.14]
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.

Digital Extremes — London, Ontario, Canada
[09.26.14]
Generalist Programmers


tiltfactor — Hanover, New Hampshire, United States
[09.25.14]
HTML5 Game Developer


Zynga — San Francisco, California, United States
[09.25.14]
Lead Gameplay Engineer, Mobile (Undisclosed Game)


Zynga — San Francisco, California, United States
[09.25.14]
Software Architect (FarmVille 2: Country Escape)


Zynga — San Francisco, California, United States
[09.25.14]
Gameplay Architect (Next Generation Mobile Game)