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October 17, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






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How Landfall Games finds the fun in physics engines  
by Jack Yarwood [10.15.18]
"If everyone doesn’t take the game so seriously we can have a lot more fun with it and do more," says Landfall's Petter Henriksson of the studio's penchant for weird physics in this in-depth chat.
Design, Programming, Indie, Video

Loot Crate now offers a monthly indie game subscription service  
by Alissa McAloon [10.17.18]
Loot Crate is kicking off a $10 monthly subscription service that aims to connect “creative new voices” in indie dev with players.
Console/PC, Indie

Making cars and writing code: Production Line's refreshing dev approach  
by Joel Couture [10.12.18]
Gamasutra chats with veteran indie Cliff Harris (aka Cliffski) about the work that went into turning car manufacturing into an engrossing game in his Early Access puzzler Production Line.
Business/Marketing, Design, Production, Console/PC, Indie

Don't Miss: Designing Dream Daddy's character creator to deepen engagement 2
by Staff [10.17.18]
"It was really important to us throughout the entirety of development of this game that we made something that felt inclusive to as many people as possible."
Design, Console/PC, Indie

GDC 2019 is now open for registration!  
by Staff [10.17.18]
Now's the time to register for GDC 2019! You'll want to look at pass options and register early to get the best price. Plus, some passes have limited quantities so if you’re interested, don't wait!
Audio, GDC, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Submissions are now open for the GDC 2019 Tutorials!  
by Staff [10.16.18]
Hey devs, GDC 2019 has put out a call for submissions of lectures and panels that would be a good fit for 6 of the conference's popular Tutorials, from the Level Design Workshop to eSports Day!
Design, Production, Art, Console/PC, Indie, GDC

Video: Alternative paths in indie development  
by Staff [10.15.18]
In this GDC 2018 set of microtalks, several devs share their experiences taking strange and untrodden paths in the world of indie games.
Design, Indie, Video

The Making of GDC 2019: Figuring out which pass is right for you  
by Staff [10.15.18]
GDC's audience is as diverse as the content it offers, and its numerous pass options reflect that. Here, GDC GM Katie Stern breaks down the many passes to help you understand which is right for you!
Console/PC, Indie, GDC



How Yacht Club Games Created Shovel Knight's Specter Knight, Plague Knight, and Propeller Knight Bosses  
by David Craddock [10.17.18]
In another batch of stories from David L. Craddock's "Shovel Knight" published by Boss Fight Books, the author discusses how developer Yacht Club Games designed Shovel Knight's Specter Knight, Plague Knight, and Propeller Knight boss battles.
Design Programming Art Console/PC Indie

How Yacht Club Games Created Shovel Knight's Baz, Mole Knight, and King Knight Bosses  
by David Craddock [10.16.18]
In exclusive material from David L. Craddock's "Shovel Knight" published by Boss Fight Books, the author discusses how developer Yacht Club Games designed Shovel Knight's Baz, King Knight, and Mole Knight boss battles.
Design Programming Art Console/PC Indie

How to build worlds and tell stories in VR  
by Michela Rimensberger [10.16.18]
This entry summarizes my presentation held at the Forward Festival this June about worldbuilding and Storytelling in VR. I used the dwarven Stonebeard family from our fantasy universe, to explain our approach of the 4WH's.
Design Art Indie VR

How Final Fantasy VI helped me build a better sports simulation game  
by Quentin Sallat [10.15.18]
When you think of sports simulation games, storytelling isn’t what always come to mind. But all of them actually have a great potential for a narrative.
Design Indie

9 things I learnt about participating in game jams when you're not a developer!  
by Nida Ahmad [10.15.18]
Game jams can be daunting when your background isn't in development. There are surprising ways you can contribute outside of code, art & design and you can learn a lot in a short space of time. Here are some ways to get the most out of them as a non-dev!
Design Indie


North Star Digital Studios — Kensington, Maryland, United States
[10.15.18]
Marketing Specialist- Remote or In-house


YAGER Development GmbH — Berlin, Germany
[10.15.18]
Senior Game Designer (f/m)
We are currently seeking a talented and experienced Game Designer for our newly announced project The Cycle.

YAGER Development GmbH — Berlin, Germany
[10.15.18]
Lead Backend Engineer (f/m)
As a Lead Backend Engineer at YAGER you will work on The Cycle (www.thecycle.game), an awesome and exciting match-based FPS with an international team of highly experienced and talented developers that are passionate about their work.

YAGER Development GmbH — Berlin, Germany
[10.15.18]
Senior Dev Ops Engineer (f/m)
As a Senior Dev Ops Engineer at YAGER you will work on The Cycle (www.thecycle.game), an awesome and exciting match-based FPS with an international team of highly experienced and talented developers that are passionate about their work.

Poleaxe Games LLC — SAINT JOHNS, Florida, United States
[10.13.18]
Contract: Graphics programmer for surface effect system


Gear Inc. — Hanoi, Vietnam
[10.12.18]
[Vietnam] Senior Game Designer


Heart Machine — Culver City, California, United States
[10.11.18]
Gameplay Engineer