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January 25, 2015
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January 25, 2015
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Ditch the booth! A DIY game promotion manifesto 3
by Gamasutra Community [01.23.15]
"You don't need a festival or conference or expo to show your creations. Stop waiting for marketplaces to 'solve' discoverability. Reach out to your local and surrounding communities."
Business/Marketing, Console/PC, Indie

Removing the bottleneck: Programming a dynamic event system 2
by Gamasutra Community [01.23.15]
"By breaking the game into simple event sequences, we're able to build a robust system that allows anyone on the team to use a drag and drop UI to implement a vast array of content instead of requesting coding time."
Design, Programming, Console/PC, Indie

Interactive storytelling a top priority at new studio from Brothers designer 5
by Phill Cameron [01.23.15]
We talk to Hazelight's writer and director Josef Fares about the transition from Starbreeze to forming an independent studio, as well as his thoughts on the state of interactive story telling in 2015.
Design, Production, Console/PC, Indie

Game Design Deep Dive: The Functions of Transistor 9
by Amir Rao [01.22.15]
Supergiant launched its atmospheric action game Transistor last year. Here, developer Amir Rao explains the inspiration and design of the game's deceptively simple Function ability system.
Design, Console/PC, Indie

Blog: My game's done. Now comes the stress of a one-man PR effort 14
by Gamasutra Community [01.23.15]
"The important thing to keep in mind: don't read too much of the feedback. The negative reactions (and they are always amongst the first) are not helpful in keeping enthusiastic and telling the world about your game."
Business/Marketing, Console/PC, Indie, Smartphone/Tablet

Don't Miss: Game programming tips from Super Meat Boy's coder 41
by Tommy Refenes [01.23.15]
Taking your first steps toward your dream game is an overwhelming feeling. In this classic blog, Super Meat Boy programmer Tommy Refenes offers practical tips for aspiring (and veteran) developers.
Programming, Console/PC, Indie

The rough road of taking HyperBowl from arcade attraction to mobile game  
by Gamasutra Community [01.23.15]
A 2001 arcade attraction game becomes a modern mobile title -- a fascinating story that includes crashed PCs, difficult data exports, and a move to Unity.
Business/Marketing, Programming, Production, Indie, Smartphone/Tablet

Blog: On downloadable press kits, and what the press needs 4
by Gamasutra Community [01.23.15] editor Lena LeRay offers a quick, practical list of what she's looking for -- and not looking for -- in your game's press kit.
Business/Marketing, Indie

Postmortem: Pinball-RPG hybrid Rollers of the Realm 5
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 13
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

Sales Figures for FREEDIVING HUNTER: A Unique Underwater Shooter for iOS 7
by Carlos Suarez [01.23.15]
Indie game developer Carlos Suarez gives an informal post mortem of his iOS game, Freediving Hunter, including sales numbers.
Business/Marketing, Indie

Unity3D Issue Fix – Timestamps and assets maps out of sync 4
by Wajahat Karim [01.23.15]
After opening Unity3D to start working, when you see that there is not a single asset and game object in the scene, you will know that all the hard work of your game development have been gone due to minor Unity bug and you don't know why.
Programming, Console/PC, Indie, Smartphone/Tablet

Is your mobile game or website complying with this new California law? 2
by Zachary Strebeck [01.23.15]
Game lawyer Zachary Strebeck discusses a new California that may apply to website and mobile app developers who direct their services toward minors.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Global Game Jam 2015 in Reunion island... Time to celebrate Creation!  
by Thierry Brochart [01.23.15]
It's GGJ15's day in Reunion as in the world! Reunion, a french island lost in the indian ocean, and well know for it's mixity of cultures and religions, which we are so proud of... Today, no more sorrow, let's celebrate Creation!

Postmortem: Starpoint Gemini 2 – Living the dream…  
by Mario Mihokovic [01.23.15]
Dust settled down a little bit, we have survived a crunch time and killer release...what did we learn already?
Design, Programming, Production, Console/PC, Indie

Cloud Imperium Games — Austin, Texas, United States
Senior Server Engineer

Cloud Imperium Games — Santa Monica, California, United States
Production Designer

Crystal Dynamics — Redwood City, California, United States
Software Engineer Audio

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

Cloud Imperium Games — Santa Monica, California, United States
Quality Assurance Lead

Bossland GmbH — Freelance, Germany
Story and Dialogue Writer

Cloud Imperium Games — Austin, Texas, United States
Associate Server Engineer

Cloud Imperium Games — Austin, Texas, United States
Reliability Engineer

Phosphor Games Studio — Chicago, Illinois, United States
Game Producer

Beachhead / Activision — Santa Monica, California, United States
Lead Unity Engineer - Beachhead
See job description.