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October 21, 2014
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October 21, 2014
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Local multiplayer on a global network: Porting Nidhogg to PSN Exclusive  
by Alex Wawro [10.21.14]
Developer Mark Essen speaks to Gamasutra about why he entrusted a third-party studio with the task of porting his tense two-player fighting game to PSN, building a whole new engine in the process.
Production, Console/PC, Indie, Exclusive

A dance with the devil: Jason Rohrer's Cordial Minuet Exclusive 2
by Christian Nutt [10.21.14]
The iconoclastic indie (The Castle Doctrine) explains how his interest in real-money games and poker resulted in a betting game that pits players against each other in a purely skill-based contest.
Design, Console/PC, Indie, Exclusive

Breaking gender and racial barriers in Netrunner 4
by Gamasutra Community [10.21.14]
"If you play Android: Netrunner as a male character right now, more often than not youíre putting yourself at a disadvantage. I doubt thatís the result of an agenda Fantasy Flight Games, Netrunnerís developer, is advancing."
Design, Indie

The 'new-platform' model - an alternate path for indies  
by Brandon Sheffield [10.20.14]
Spry Fox's entire model is built upon investing in new marketplaces, and Road Not Taken would be the first big console push for the company. That meant the game would be a big departure for the company, in multiple ways.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet, GDC China

The most important trait for a game designer is empathy 12
by Gamasutra Community [10.20.14]
"If you donít know how people work, you canít make stuff for people to interact with. The most talented and technical designer that lacks empathy will make something that only he/she can enjoy."
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Why we chose a free beta instead of Early Access 6
by Gamasutra Community [10.20.14]
"This exercise confirmed our feelings that Early Access really suits a long, drip-feed approach where the evolving nature of the game is fundamental to the way the game is developed and experienced."
Business/Marketing, Production, Console/PC, Indie

GDC Next speakers share their 'hidden gem' game recommendations  
by Staff [10.20.14]
In the spirit of boosting discoverability for games of all stripes, here are just a few of the "hidden gem" titles that GDC Next featuring ADC speakers suggest you check out.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Randomness and game design 54
by Gamasutra Community [10.17.14]
On not introducing randomness into your game's design: "I believe the current assumptions with regard to randomness in strategy games are largely wrong."
Design, Console/PC, Indie, Smartphone/Tablet


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


Optimizing Darknet  
by E McNeill [10.21.14]
60fps, 1440p, stereoscopic 3D, on a cell phone. Good luck!
Programming, Production, Indie, Smartphone/Tablet

Monoculture is Death  
by Paul Furio [10.21.14]
The official stance of SyncBuildRun on #GamerGate, regarding our policy of inclusiveness, diversity, and intolerance of harassment.
Business/Marketing, Indie

Alternative Sales Strategies for Digital Stores -- Cross Game Promotions  
by Ulyana Chernyak [10.21.14]
Continuing our look at sales strategies, we come to the use of cross game promotions as a way to leverage IPs together to get more visibility and sales.
Business/Marketing, Design, Production, Console/PC, Indie, Smartphone/Tablet

Of Moons and (Sprinting) Men - A Retrospective Interview with Santa Ragione  
by Darius Drake [10.21.14]
With Mirrormoon EP being a full year behind us, and their next big title just weeks away, I chat with the devs from Santa Ragione about game design and their interesting job as indies.
Design, Production, Art, Console/PC, Indie

Music and Sound Effects in Unity  
by Marc Breaux [10.21.14]
In this week's PuckMania dev blog, we share simple techniques used to load in audio clips for SFX and music in Unity, as well as manage their volume.
Audio, Programming, Console/PC, Indie, Smartphone/Tablet


Cloud Imperium Games — Austin, Texas, United States
[10.21.14]
Server/Backend Programmer


Cloud Imperium Games — Austin, Texas, United States
[10.21.14]
Concept Artist


Cloud Imperium Games — Santa Monica, California, United States
[10.21.14]
Art Director


Cloud Imperium Games — Santa Monica, California, United States
[10.21.14]
Lighting Artist


Cloud Imperium Games — Austin, Texas, United States
[10.21.14]
Gameplay Programmer


Cloud Imperium Games — Austin, Texas, United States
[10.20.14]
DevOps Engineer


Cloud Imperium Games — Santa Monica, California, United States
[10.20.14]
Gameplay Programmer


Cloud Imperium Games — Austin, Texas, United States
[10.20.14]
Release Engineer


PlayMada Games — New York, New York, United States
[10.20.14]
Game Developer


Digital Extremes — London, Ontario, Canada
[10.17.14]
Generalist Programmers