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April 27, 2015
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April 27, 2015
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Are players less skilled than they were 20 years ago? 23
by Gamasutra Community [04.27.15]
Data on player death in an indie game: "We have learned that PC gamers play far better than smartphone casual gamers. Not only that, casual gamers are terrible players!"
Design, Console/PC, Indie, Smartphone/Tablet

In defense of Valve's new Steam Workshop storefronts 55
by Gamasutra Community [04.24.15]
"Iím currently working on a mod right now. I plan to release my mod for free once itís done. But as a creator, itís also nice to know that there may be an option to make some income off of future projects."
Business/Marketing, Console/PC, Indie

If you build it: Colossal Order on Cities: Skylines modding Exclusive 2
by Phill Cameron [04.23.15]
We talk to Damien Morello of Colossal Order about the wild success of Cities: Skylines modding scene, and what it means for future development.
Business/Marketing, Design, Production, Console/PC, Indie, Exclusive

How a closed beta helped us improve our game: Findings and tips  
by Gamasutra Community [04.23.15]
"Our closed beta helped us to identify new issues and confirm the list of changes that we already discussed within the team but needed a fresh perspective for. It was a very helpful and illuminating experience."
Production, Indie, Smartphone/Tablet

Assassin's Creed creator's new project is Ancestors: The Humankind Odyssey 1
by Brandon Sheffield [04.23.15]
Patrice Desilets, Assassin's Creed director and now CEO and creative director of his own company Panache Games, announces a new project; Ancestors: The Humankind Odyssey.
Business/Marketing, Design, Production, Console/PC, Indie

Learn from The Talos Principle and RuneScape devs at GDC Europe  
by Staff [04.23.15]
Croteam's Alen Ladavac and Jagex's RuneScape VP Phil Mansell join the lineup of speakers exploring the art and business of games at GDC Europe 2015 this August in Cologne.
Business/Marketing, Production, Console/PC, Indie, GDC Europe

How to simulate a CRT, for indie games that really look retro 18
by Gamasutra Community [04.21.15]
Retro games were never as clear and clean as you'd think from playing today's modern indie games. This step-by-step how-to explains the whys and hows of making neo-retro look retro.
Programming, Art, Console/PC, Indie

Blog: We don't keep forgiving Double Fine 11
by Gamasutra Community [04.21.15]
Indie dev Rob Fearon: "'Why do we keep forgiving Double Fine?' is a question someone asked, in all seriousness, on a website today. The answer is, weirdly enough, we don't."
Business/Marketing, Console/PC, 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

For Sale by Modder  
by Justin Cox [04.27.15]
Valve's move to bring paid modding wasn't a surprise but instead another step towards creating their virtual economy. We look into the details and the possible rise of Professional Modding.
Business/Marketing, Production, Console/PC, Indie

Our first ten days on Kickstarter  
by David Jimenez [04.27.15]
Would you like a first hand impression of how is it to run a Kickstarter campaign? This article explains in detail our pre-campaign preparation and the first 10 days of it. The first of a 3 part article where we'll discuss in depth our Kickstarster.
Business/Marketing, Indie

The Time problem  
by Andreas Papathanasis [04.27.15]
As I am getting older, and the structure of my free time changes radically, I am finding I am no longer able to enjoy the games I love.
Business/Marketing, Indie, Social/Online

@Play 81: On Rogue's Item Identification System  
by John Harris [04.27.15]
The least copied aspect of Rogue is its ingenious item identification system. The system's origins in 1E AD&D. An example of the system in play. What it does well, and the pitfalls in implementing something like it. Closing notes.
Design, Console/PC, Indie

The Hobbyist Coder #3 : 2D platformers pathfinding - part 1/2  
by Yoann Pignole [04.27.15]
On this third episode of the "hobbyst coder", I would like to share my approach to 2d platformer pathfinding. In this first part, we'll be talking about the navigation mesh generation...
Design, Programming, Console/PC, Indie

Twisted Pixel Games — Austin, Texas, United States
Senior or Mid-level Tools and Systems Engineer

Moonbot Studios — Shreveport, Louisiana, United States
Game Environment/Character 3D Artist

HB Studios — Lunenburg, Nova Scotia, Canada

Cloud Imperium Games — Santa Monica, California, United States
UI Engineer

Cloud Imperium Games — Santa Monica, California, United States
Senior Gameplay Engineer

VRSim — East Hartford , Connecticut, United States
PHP Software Engineer

HTC — Seattle, Washington, United States
Product Manager-Virtual Reality

Academy of Interactive Entertainment — Seattle, Washington, United States
Game Programming Instructor