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July 21, 2017
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Don't Miss: A look back at the development of Ori and the Blind Forest 5
by Staff [07.21.17]
The CEO of Moon Studios pours his heart out in a lengthy postmortem of what went right -- and wrong -- during the 4-year development of Super Metroid-inspired Ori & The Blind Forest.
Audio, Design, Programming, Production, Art, Indie

Blizzard's senior audio director Russell Brower departs studio  
by Chris Kerr [07.21.17]
After joining the World of Warcraft creator over a decade ago, Brower has worked on almost every single Blizzard release since The Burning Crusade expansion, including recent hits like Hearthstone and Diablo III.
Audio, Business/Marketing


Blog: The pros and cons of game music systems  
by Gamasutra Community [07.19.17]
In the second part of her three-part series, video game composer Winifred Phillips discusses the pros and cons of these systems, while also sharing case studies from her own projects.
Audio, Design

Blog: What we learned improvising a live game soundtrack 3
by Gamasutra Community [07.18.17]
We did a couple of live stage performances where we improvised a new soundtrack to someone playing Journey and Ori And The Blind Forest. This post explains our approach and what did and didn't work.
Audio, Design

Horizon Zero Dawn dev Guerrilla Games wins big at Develop Awards  
by Chris Kerr [07.13.17]
Guerrilla Games was one of the big winners at last night's Develop Awards in Brighton, taking home the Studio of the Year and Animation Awards for its work on Horizon Zero Dawn
Audio, Design, Programming, Production, Art


The Avatars Project - Postmortem  
by Conor Dalton [07.20.17]
A behavioral simulation in VR for the Psychology department at Southern Methodist University meant to train individuals to keep them safe, The Avatars Project was much needed upgrade to better benefit the community.
Audio, Design, Production, Art, Serious, VR

What we learned improvising a live game soundtrack 3
by Joost van Dongen [07.17.17]
We did a couple of live stage performances where we improvised a new soundtrack to someone playing Journey and Ori And The Blind Forest. This post shares a video compilation of the performance and explains our approach and what did and didn't work.
Audio

Video game music systems at GDC 2017: pros and cons for composers  
by Winifred Phillips [07.17.17]
In the GDC 2017 audio track, several interactive music systems were presented. In part 2 of her 3 article series, video game composer Winifred Phillips discusses the pros & cons of these systems, while also sharing case studies from her own projects.
Audio, Console/PC, Smartphone/Tablet

Video Game Deep Cuts: The 4D Cyberpunk Fire  
by Simon Carless [07.17.17]
This week's highlights include the Cyberpunk RPG's original author, 4D Toys' brain-bending surreality, Fire Pro Wrestling's resurgence, and lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

5 Tips to Get Into Game Development  
by Kendra Corpier [07.10.17]
So, you're currently in high school or college and you want to get into game development. You know this is what you want to spend the rest of your life doing. So, how to you do that?
Audio, Business/Marketing, Design, Programming, Production, Art, Serious, Indie

How Night in the Woods creates nostalgia for itself through music  
by Harm-Jan Wiechers [07.06.17]
Or: how less is more when it comes to music and emotions. NITW uses its soundtrack to create emotions in players in a subtle yet powerful way. Here I'll show some examples and give my opinion on why subtlety is so powerful!
Audio, Design, Indie


Disruptor Beam — FRAMINGHAM, Massachusetts, United States
[07.21.17]
Director, User Acquisition


Sanzaru Games Inc. — 94404, California, United States
[07.21.17]
Prop Artist


Sanzaru Games Inc. — Foster City, California, United States
[07.21.17]
Environment Artist
Sanzaru Games is looking for a visionary World and Environment Artist to join our cutting edge, experienced development team in crafting visually stunning and immersive worlds. We are interested in all levels of experience, from junior to senior artists.

Telltale Games — San Rafael, California, United States
[07.21.17]
Creative Director


2K — Novato, California, United States
[07.21.17]
SENIOR ONLINE ENGINEER (C++, PC / CONSOLE GAME CLIENT)
We are looking for an experienced and highly effective Software Engineer to drive the development of compelling online features for use in existing and new games. Our platform keeps maturing, and will benefit from a strong arm who is proficient building sharable components for multiple platforms (including next generation consoles), collaborating with engineers and partner developers to integrate them and applying best practices to deliver a performant full-featured SDK.

The Walt Disney Company — San Jose, California, United States
[07.21.17]
Sr Manager, Engineering


SYBO Games — Copenhagen, Denmark
[07.21.17]
Senior Super Game Server Engineer


SYBO Games — Copenhagen, Denmark
[07.21.17]
Senior DevOps Engineer


Vicarious Visions / Activision — Albany, New York, United States
[07.21.17]
Sr. Technical Designer - Combat - Destiny


Infinity Ward / Activision — woodland hills, California, United States
[07.21.17]
Senior Visual Effects Artist
You will use our in-house particle editor to author high quality, photo-real particle effects (fire, smoke, explosions, debris, clouds, etc.) that meet all technical and aesthetic standards for the project and implement them into our game engine.