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September 19, 2014
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September 19, 2014
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Tips for game artists, from Rockstar's former art director Exclusive 2
by Kris Graft [09.19.14]
Ian Bowden is one of the most experienced artists in video game development, and his work is among the most influential. Here are some tips that helped him in the course of his career.
Design, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet, Exclusive

Making educational games for the younger you 5
by Gamasutra Community [09.19.14]
"During this convergence of opposing chapters in our lives, all of a sudden the boring term ‘educational game’ doesn’t seem to be the big YAWN it used to be."
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Neal Stephenson pronounces his high-profile Kickstarter game dead 14
by Alex Wawro [09.18.14]
The author's Subutai Corporation has ceased development of its successfully Kickstarted game Clang and issued refunds to all backers who've asked, as the dev team moves on in search of work.
Production, Console/PC, Indie

Be careful with kids' privacy - FTC hits developer with hefty penalty  
by Kris Graft [09.17.14]
UPDATE Mobile game developer TinyCo is settling with the U.S.’ Federal Trade Commission after regulators accused the company of improperly collecting children’s personal information.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Reminder: 24 hours left to early register for GDC Next 2014  
by Staff [09.17.14]
With just over a day left until early registration for GDC Next featuring ADC ends on September 18, conference organizers are encouraging anyone interested in attending to register now at the discounted rate.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Game Design Deep Dive: Finding the beat in Crypt of the NecroDancer Exclusive 8
by Ryan Clark [09.17.14]
Brace Yourself Games launched its rhythm-based roguelike Crypt of the NecroDancer earlier this year. Here, creator Ryan Clark explains how he stumbled upon -- and carefully tweaked -- the game's signature beat mechanic.
Audio, Design, Console/PC, Indie, Exclusive

20 fun facts about hex grids 19
by Gamasutra Community [09.16.14]
20 "of the interesting (and obscure) facts we uncover in our quest to know everything we can about grids and their use in games."
Design, Programming, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

Video: Solving the challenges of porting Fez to PlayStation  
by Staff [09.17.14]
Speaking at GDC Europe 2014, Blitworks cofounder Miguel Angel Horna revealed with great detail his team's process for bringing Polytron's puzzle game to the Sony PlayStation platforms.
Production, Console/PC, Indie, Video, Vault


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


A key ingredient for successful game studios - Positive Energy  
by Heinz Schuller [09.18.14]
Studio culture is defined by it's people, but what makes some studios great places to work vs. others? A key aspect (in my experience) is Positive Energy.
Production, Art, Console/PC, Indie

Exhibiting at Game Industry Events - A Developer's Perspective  
by Mathew Anderson [09.18.14]
What does it take to setup, manage, and tear down booths at events like E3 and Comic-Con? Here's a glimpse...
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

Creating Epic-Scale Games on an Indie Budget  
by George Moromisato [09.18.14]
Follow these tips and techniques to create an epic-scale game on an indie budget.
Design, Indie

Lovers in a Dangerous Spacetime DevLog #11: Timing Is Everything  
by Adam Winkels [09.18.14]
Implementing an easy to use coroutine-based timer in Unity.
Programming, Console/PC, Indie

No Sunny Day: Being dragged into the Clone Wars 8
by Yoeri Staal [09.18.14]
Our game appeared in the portfolio of a cloner. Taking it down is not so easy.
Business/Marketing, Indie, Smartphone/Tablet, Mobile Games


HITN — Brooklyn, New York, United States
[09.19.14]
Freelance Game Designer


Digital Extremes — Costa Mesa, California, United States
[09.18.14]
SEO & CRM Specialist


Cloud Imperium Games — Santa Monica, California, United States
[09.18.14]
Technical Designer


Cloud Imperium Games — Santa Monica, California, United States
[09.18.14]
Technical Designer


Cloud Imperium Games — Austin, Texas, United States
[09.17.14]
Lead Network Engineer
Cloud Imperium is looking for a Lead Network Engineer to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — Santa Monica, California, United States
[09.17.14]
Animation Programmer
Cloud Imperium is looking for an Animation Programmer to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — SANTA MONICA, California, United States
[09.17.14]
Art Director
Cloud Imperium is looking for an Art Director to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — SANTA MONICA, California, United States
[09.17.14]
Audio Director
Cloud Imperium is looking for an Audio Director to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — Austin, Texas, United States
[09.17.14]
Lead Software Engineer
Cloud Imperium is looking for a Lead Software Engineer to work on our exciting PC space combat sim, Star Citizen!

Cloud Imperium Games — SANTA MONICA, California, United States
[09.17.14]
Senior Producer
Cloud Imperium Games is seeking an accomplished Senior Producer for our Santa Monica, CA studio.