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August 3, 2015
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How I recreated the hallway from P.T. in Unity 13
by Gamasutra Community [07.31.15]
How one developer recreated the infamous (and now deleted) demo for Hideo Kojima's Silent Hills in Unity: A complete look at the entire workflow.
Production, Art, Console/PC, Indie

GameDevTweets: A week's worth of what your peers are saying  
by Staff [07.31.15]
Game developers are all over Twitter, sharing everything from tips on making games, observations on the latest news, and snarky jokes. We've grabbed a load of the past week's best tweets.
Business/Marketing, Design, Programming, Production, Console/PC, Indie, Smartphone/Tablet

2016 Independent Games Festival opens call for submissions  
by Staff [07.31.15]
Submissions are now officially open for the 2016 Independent Games Festival, the signature competition for indie games, to be held for its 18th year during GDC 2016 in San Francisco next March.
Indie, GDC

How are Steam refunds shaking out? 1
by Christian Nutt [07.30.15]
Developers offer some thoughts on Steam refunds just a couple of months after their introduction, positive and negative both.
Business/Marketing, Console/PC, Indie

Color in games: An in-depth look at one of game design's most useful tools 8
by Gamasutra Community [07.30.15]
"Knowledge about color spans across several disciplines: physics, biology, psychology, art, and design. It is a useful tool for the artist to create emotion, and for the game designer to emphasize function."
Art, Console/PC, Indie, Smartphone/Tablet

Ouya, Razer, and the Free The Games Fund  
by Gamasutra Community [07.30.15]
Is Razer really devs' savior? "Itís probably nothing revelatory to come out and say that the slow death and sale of portions of OUYA has been a fair disaster."
Business/Marketing, Console/PC, Indie

Writing a more compelling game narrative 14
by Gamasutra Community [07.30.15]
"The majority of people never get anywhere close to the end of games. Itís much easier to start a great story if you donít have to worry about where youíre going with it. We all deserve what we keep falling for."
Design, Console/PC, Indie

Tips and trends in making escape games 2
by Gamasutra Community [07.30.15]
"I frequently get asked for help on designing these games. So I decided to answer some of the most frequent issues that people inquire about from general tips, to trends, to how much to charge."
Business/Marketing, Design, Production, Indie

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

Reboot Develop 2015 - Our First Conference  
by Karlo Eldic [07.31.15]
We have just finished - what you would call - a pre-alpha build of our game, Daemonical, and figured it just might be the time to show it off a bit and gather some feedback. Thatís why we decided to attend Reboot Develop 2015!
Business/Marketing, Indie

Reducing difficulty dynamically and invisibly  
by Asher Einhorn [07.31.15]
Dynamic difficulty is hated when done badly, but games that don't include it at all are often frustrating. Our jobs as developers is to try and find the sweet spot.
Design, Console/PC, Indie

Game Design vs. Story: Playing Referee 1
by Evan Skolnick [07.31.15]
Game writer and longtime GDC speaker Evan Skolnick shares an excerpt (including previously unpublished content) from his recent book, Video Game Storytelling: What Every Developer Needs to Know About Narrative Techniques.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Life is about HOPES. Who are the ARABIAN HEROES?  
by Ani Atanasova [07.31.15]
Pixelhunters released a new iOS and android game, called Arabian Heroes. The game is available in English and Arabic. Completely free to play. What is the story behind the Arabian Heroes. Please read the article.
Audio, Design, Programming, Production, Art, Indie, Smartphone/Tablet

Demaking Outer Wilds  
by Avimaan Syam [07.31.15]
The narrative process of IGF winner Outer Wilds: How to make a narrative adventure game that takes place inside a astrophysics simulation via paper and digital prototyping.
Design, Console/PC, Indie

Radiant Entertainment — Los Altos, California, United States
Lead User Interface Artist & UX Designer

MindBlown Labs — Oakland, California, United States

Powerhouse Gaming, Inc. — Sacramento, California, United States
Game Programmer

Boss Key Productions Inc — Raleigh, North Carolina, United States
Senior Gameplay Engineer
You ever get mistaken for a engineering Cerberus, because you're known for designing, prototyping and implementing gameplay systems and tools like a BEAST? If so, and you're a fan of triple-a sci-fi FPS games in the free-to-play space, then you're the Senior Gameplay Engineer we're looking for. Click for more details!

Cloud Imperium Games — Santa Monica, California, United States
Associate Producer

DrinkBox Studios — Toronto, Ontario, Canada
2D Animator

CCP — Reykjavik, Iceland
Campaign Manager - EVE Online

ToyTalk — San Francisco, California, United States
Gameplay and Prototyping Engineer

Incredible Technologies — VERNON HILLS, Illinois, United States
Graphics Engineer

Layout — Palo Alto, California, United States
Sr 3D Artist