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September 19, 2017
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Blog: Exploring the mysterious world of DIY indie marketing 6
by Gamasutra Community [09.19.17]
I took the more difficult route of being a one-man dev/marketer for my fox adventure game, and it went better than I thought. Here's what I learned.
Business/Marketing, Indie

Emerging scene on display at Brazilian Independent Game Festival  
by Jason Johnson [09.15.17]
“We have a responsibility to foster indie games, because we’re never going to have triple-A development in Brazil. If games are going to be strong here, it’s going to be an indie industry.”
Business/Marketing, Design, Console/PC, Indie

Video: 6 ways of leveraging AI to help build content for your game  
by Staff [09.19.17]
At GDC 2017, six experienced game makers from across the industry take the stage together to present six practical ways to implement AI-driven procedural content generation in games.
Programming, Production, Console/PC, Indie, Video, Vault

Video Game Deep Cuts: An HDR Tooth Nindie Tail? 2
by Gamasutra Staff [09.17.17]
Top game articles & videos for the week include the state of HDR in gaming, behind the scenes on new RTS Tooth & Tail, and stories from some key Nintendo indies.
Business/Marketing, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design

How one man turns Garry's Mod scenes into art  
by Alex Wawro [09.14.17]
"In short: it was the perfect canvas I could project myself onto," says 10-year Garry's Mod player and artist Michael "Vioxtar" Efraim. "Today, posing in Gmod is my number one creative outlet."
Art, Indie

PSA: Pitch your talks now for the GDC 2018 Educators Summit! 1
by Staff [09.14.17]
Next March, GDC 2018 will again have a Summit of talks dedicated specifically to game education, this time with a new name: the GDC Educators Summit! Make sure to pitch your talks for the Summit now!
Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, GDC

Ooblets dev: Know it or not, 'your role in making a game is that of a marketer' 3
by Alex Wawro [09.13.17]
"Your game design, aesthetic, name, and every element of your process should be designed to appeal to people, and it needs to be from day one," writes Ooblets dev Ben Wasser in a recent Patreon post.
Business/Marketing, Indie

For No More Heroes dev Goichi Suda, 'the Switch is a punk console'  
by Alex Wawro [09.13.17]
"I was shocked by it," Goichi "Suda51" Suda tells Kotaku. ""It’s kind of like a challenge from Nintendo. 'This is what we've got now--what are you gonna do with it?'"
Business/Marketing, Indie

An Interesting Journey in Creating a 2D Isometric Platformer  
by Sven Duval [09.19.17]
A way to make a full 2D isometric platformer, an overview of my work on the 2D isometric approach with Unity.
Programming, Indie

How to Network if You Suck at Networking 1
by Jasmine Greene [09.19.17]
Not all of us are natural networkers. If you fall into that category, here are some tips on how to network so you can get your game noticed and hopefully make some great contacts.
Business/Marketing, Indie

Dissecting Design -- Why Idle Games are so Addicting  
by Josh Bycer [09.19.17]
Josh Bycer of Game-Wisdom takes a look into the Idle/Clicker Genre to explain how these games manage to hook people despite having little gameplay.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Super Sketch Sisters Melee: Designing for 2D VS Designing for a 3D VR Space  
by Meredith Hall [09.19.17]
There is a pretty big jump between creating work for a 2D composition for a once-off design brief & creating work for virtual reality. This time your audience can literally engage with your work on a previously inconceivable level.
Design, Art, Serious, Indie, VR

Prototyping a Dynamic Camera System  
by Samantha Stahlke [09.19.17]
A brief overview of our prototyping process for creating a dynamic camera in Unity supporting player control, camera physics, and cutscene animation.
Design, Programming, Console/PC, Indie

Nintendo of America Inc. — Redmond, Washington, United States
Software Engineer, Developer Support (NTD)
Work with third party game developers to solve some of their hardest problems, while also educating new developers on the basics of Nintendo development.

Monomi Park — San Mateo, California, United States
Communications Manager

Monomi Park — San Mateo, California, United States
Game Engineer

Supergiant Games — San Francisco, California, United States
Platforms Engineer at Supergiant Games

Flight School — Dallas, Texas, United States
Game Engineer

University of California, Riverside — Riverside, California, United States
Tenure Track Assistant Professor in Game Studies
Tenure Track Assistant Professor in Game Studies

UC Davis — Davis, California, United States
Assistant Professor in Game Design

Trendy Entertainment, Inc. — Gainesville, Florida, United States
Design Lead