Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 26, 2018
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

The Heartbeat Symposium: Exploring love, sex, and intimacy in games  
by Joel Couture [04.26.18]
The Blushbox Collective's Katie Stegs chats about The Heartbeat Symposium, a 3-day event that seeks to bring devs together to explore (through game jams and talks) intimacy, love, and sex in games.
Design, Art, Indie, Video

How many wishlists should your game have when launching on Steam? 21
by Gamasutra Community [04.25.18]
Game dev Jake Birkett asks fellow devs to share their Steam wishlist-related data and tries to suss out the all-important relationship between wishlists at launch and sales at launch.
Business/Marketing, Console/PC, Indie

Sponsored: How Shopify enables game developers to monetize with merch  
by Corey Pollock, Product Manager, Shopify [04.23.18]
If you're not selling merchandise from right inside your game, you may be leaving money on the table. Corey Pollock explains how Shopify can help game devs take advantage of the rapidly-growing merchandising segment.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet, Sponsored Article

Creating a fake OS that feels like home in Secret Little Haven  
by Joel Couture [04.24.18]
Secret Little Haven developer Victoria Dominowski chats about how she designed the fake, Mac OS 9-inspired operating system of her game, and why it was important to make it feel safe and welcoming.
Design, Indie, Video

How Squidlit's devs authentically recreated a Game Boy game in 2018  
by Julia Couture [04.24.18]
In a recent chat with, Squidlit devs Alex Barrett and Samantha Davenport open up about how they designed the game so it could conceivably run on a Game Boy -- in 2018.
Art, Indie

The animation and game design details that make Iconoclasts sing  
by Bryant Francis [04.23.18]
Iconoclasts creator Joakim Sandberg shares some helpful thoughts on game animation, boss design, and functional weapon cones in side-scrolling games.
Design, Art, Console/PC, Indie, Video

Sponsored: Join this free live webinar on cross-platform multiplayer game dev!  
by Amazon GameLift [04.17.18]
In this free webinar, join AWS and Amazon GameLift and learn how to support cross-platform play for your multiplayer game. Register now!
Audio, Sponsored Article, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Game Design Deep Dive: Dandara's unique jump-only movement mechanic 2
by Joćo Brant [04.20.18]
"By designing natively for different input methods, you can bring life to a completely new game design," writes Dandara dev Joćo Brant in this Deep Dive into the game's unique movement system.
Design, Indie

Can week-one Steam sales predict first year sales?  
by Jake Birkett [04.26.18]
Recently I asked a bunch of devs how their week one revenue on Steam compared to their year one revenue. I was interested to see if the first week could in any way be a decent predictor of longer term sales.
Business/Marketing Indie

Problems of Developing Games in Non-Developed Territories: The Usual Suspects (Part 1)  
by Sina Shahbazi [04.26.18]
In this first post of a multi-part series, we will look at what causes are creating problems for emerging game territories. This first part focuses on the common aspects most of those inside such territories are familiar with.
Business/Marketing Production Indie

Creating fully destructible cities while maintaining 60FPS  
by Piotr Bomak [04.26.18]
Our design goal for X-Morph: Defense were destructible environment and a stable framerate. While not mutually exclusive, it took a lot of time and effort to make it all work. Here's what we did in order to meet our own and our players' expectations.
Design Programming Console/PC Indie

How to Handle Christianity in Video Games  
by Gregory Campbell [04.26.18]
This article considers the matter of Christianity in commercial video games and provides examples - subtle and overt, successful and not - regarding Christian iconography, themes, and references, as well as how authors could make Christian video games.
Business/Marketing Design Production Console/PC Indie Social/Online Smartphone/Tablet VR

Kotaku is not the answer: strategic thinking for indie game PR  
by Lewis Denby [04.25.18]
Indie devs new to PR are often tempted to set their sights on coverage from the very biggest games websites. But this can often be counterproductive. This article explores why Kotaku is not the answer - and what indie developers might want to try instead.
Business/Marketing Indie

Game Closure — Mountain View, California, United States
System Software Engineer

Tonk Tonk Games — Los Angeles, California, United States
Project Manager

Bad Robot Productions, Inc. — Santa Monica, California, United States
Creative Director - Design

Dischan Media Inc. — Coquitlam, British Columbia, Canada
3D Modeler/Game Designer (NOC 5223)

Schell Games — Pittsburgh, Pennsylvania, United States
Senior Audio Developer / Audio Manager

Mediatonic Games — London, England, United Kingdom
Community Manager

Bossa Studios — London, England, United Kingdom
Network Developer - Multiplayer Physics Game
Want to be a part of a company that on their worst days creates amazing games and on their best days creates new genres?

Bossa Studios — London, England, United Kingdom
Network Developer - Co-op FPS Game
On bad days we make good games. On good days we make genres. Bossa Studios is always focusing on making original, never before seen experiences.