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March 3, 2016
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March 3, 2016
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Video: How Spry Fox designs original free-to-play games  
by Staff [03.03.16]
Spry Fox's Daniel Cook, David Edery and Ryan Williams walk you through how they prototype, release, and maintain updates for their games, and how they regularly reinvent their business model. 
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet, Video, Vault

Don't Miss: How behavior trees for AI actually work 26
by Gamasutra Community [03.03.16]
Lamenting a lack of base-line information to make behavior trees comprehensible, Project Zomboid developer Chris Simpson wrote this timeless 2014 rundown to open your eyes to the possibilities.
Design, Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet

Watch GDC speakers pitch their talks to you, in under a minute! 1
by Staff [03.03.16]
As GDC 2016 draws nigh, conference organizers want to make sure you don't miss out on hearing about some of the great talks taking place at the show -- direct from the speakers themselves!
Audio, GDC, Smartphone/Tablet, Social/Online, Indie, Console/PC, Production, Programming, Design

The weird game-pricing experiment of Frozenbyte's Shadwen 2
by Chris Baker [03.02.16]
Finnish developer Frozenbyte talks about the bold experiment they just completed--the more people played the demo of their new game Shadwen, the lower the final price of the game dropped.
Business/Marketing, Design, Console/PC, Indie, Video

Alt.Ctrl.GDC Showcase: Mike Lazer-Walker's Hello, Operator  
by John Bridgman [03.02.16]
Mike Lazer-Walker's time management sim casts players as a harried telephone operator manually connecting callers. It's controller is a vintage telephone switchboard with a daunting tangle of cables.
Audio, Design, Production, Indie, GDC

Trying, and failing: From AAA to indie to out of the industry 4
by Gamasutra Community [03.02.16]
"Development has been tumultuous and difficult." One developer chronicles his work on a single personal game as he's gone from AAA, to indie, to out of the game industry entirely.
Design, Console/PC, Indie

Come to the GDC 2016 Game Career Seminar to kickstart your career  
by Staff [03.02.16]
GDC 2016 organizers highlight notable sessions in this year's Game Career Seminar, which features career guidance talks and advice from game industry veterans and successful newcomers alike.
Console/PC, Indie, Social/Online, Smartphone/Tablet, GDC

Wargaming opens $10k contest for multiplayer games on PC or mobile  
by Alex Wawro [03.03.16]
World of Tanks developer Wargaming is calling on devs to submit their unreleased multiplayer PC or mobile games to its WG Labs Dev Contest for a chance to win $10k in prize money.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet



Our release was damaged because of this.  
by Simon Lachance [03.03.16]
We were trying to launch our new game on iOs for months, but we just couldn't. And here's why.  
Business/Marketing, Serious, Indie, Smartphone/Tablet

How to Show Your Game at a Non-Gaming Expo  
by Nathan Fouts [03.03.16]
Showing your game at a Comic Con soon? Here are some tips on dealing with non-gaming public!
Business/Marketing, Indie

Between the Lines: Games and Diegesis  
by Ian McCamant [03.03.16]
A brief look at how narrative space can operate in games.
Design, Console/PC, Indie

How we decided to make a crazy party game  
by Jóhann Ingi Gudjonsson [03.03.16]
After finishing our three year project, Aaru's Awakening, we had to decide where we'd go next. Deciding on a new project can be hard and a lot of things have to be considered. Here's how we decided to create a crazy multiplayer party game.
Business/Marketing, Design, Production, Console/PC, Indie

Trust and Reasonable Expectations – The Currencies of Getting Funded on Kickstarter in 2016? Part I  
by Jens Schottmann [03.02.16]
“We got funded on Kickstarter!” - Something 33% of project owners that endeavour on the platform get to say with conviction. Crowdfunding is easier than it’s ever been, but far from the simple equation of “if you build it, they will come”.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet


Age of Learning, Inc. — Glendale, California, United States
[03.02.16]
Director, Quality Assurance


Shiny Shoe — San Francisco, California, United States
[03.02.16]
Gameplay and Engine Programmer


The Chinese Room — Brighton, England, United Kingdom
[03.02.16]
Lead Artist


Cloud Imperium Games — Austin, Texas, United States
[03.01.16]
DevOps Engineer


Tripwire Interactive — Roswell, Georgia, United States
[03.01.16]
Senior Gameplay Programmer
Senior Gameplay Programmer

ROBLOX — San Mateo, California, United States
[02.26.16]
QA Tester (Xbox)


Blue Isle Studios — Toronto, Ontario, Canada
[02.26.16]
C++ Network/Gameplay Programmer
Unreal Engine C++ Networking and Gameplay Programmer

Ember Entertainment, Inc — Seattle, Washington, United States
[02.23.16]
Software Engineer


Sucker Punch Productions — Bellevue, Washington, United States
[02.22.16]
Systems Designer
Systems Designer

Sucker Punch Productions — Bellevue, Washington, United States
[02.22.16]
Senior Character Tech Artist
Senior Character Tech Artist