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January 16, 2017
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Yoot Saito is coming to GDC 2017 to present a Classic Game Postmortem of Seaman!  
by Staff [01.13.17]
Yutaka “Yoot” Saito, the talented game designer known for his idiosyncratic approach to game dev, will be delivering a Classic Game Postmortem on his remarkable Dreamcast game Seaman at GDC 2017!
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, GDC

Pokemon Go and Inside among D.I.C.E. Game of the Year nominees  
by Alissa McAloon [01.12.17]
The nominees for the 20th annual D.I.C.E. Awards have been revealed, with Battlefield 1, Inside, Overwatch, Pokemon Go, and Uncharted 4 all in competition to be named 2016’s Game of the Year.
Audio, Design, Art, Console/PC, Indie, Smartphone/Tablet

Lessons learned from a composer turned game developer  
by Alissa McAloon [01.06.17]
After composing music for SimCity and Assassin’s Creed Unity, Chris Tilton remarks on his experiences creating soundscapes for a game created by a studio he founded.
Audio, Design, Console/PC

How World of Warcraft accidentally gained an important audio cue  
by Alissa McAloon [01.05.17]
The light whooshing sound heard when a stealthed enemy approaches a World of Warcraft character is a useful audio cue, but the sound itself was just a side-effect of another development trick.
Audio, Design, Console/PC, Social/Online, Video

GDC 2017 will host a Classic Game Postmortem of Civilization!  
by Staff [01.05.17]
Sid Meier and Bruce Shelley, a pair of game industry luminaries who have together shaped the history of game dev, will be delivering a Classic Game Postmortem on their landmark strategy game Civilization at GDC 2017!
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, GDC

Game Design Deep Dive: Creating believable crowds in Planet Coaster 3
by Owen McCarthy [01.04.17]
"10,000 guests was what we targeted, and simulating each seemed like a challenge. This was where using flow/potential fields became very appealing." - Owen McCarthy, principal programmer at Frontier.
Audio, Design, Programming, Art, Console/PC, Video


Developer Perspectives on Nintendo Switch  
by Bryan Cashman [01.13.17]
We talked to former developers from Nintendo, Rockstar Games and Origin for their opinions on Nintendo Switch's Rollout
Audio, Business/Marketing, Design, Programming, Production, Console/PC, Indie

WEEKLY UPDATE (FIRST ONE) OF TWIN FLAMES  
by Gustavo Monforte [01.11.17]
So, let’s get started, in this week update, I’m going to introduce you guys to the team and what we are developing right now, and what we expect to have early this year.
Audio, Design, Programming, Production, Art, Indie

Twenty Things I've Learned About Game Development 22
by Laralyn McWillams [01.09.17]
Thinking about what it means to be over fifty in game development prompted me to make a list of what I consider the twenty most important things I've learned over the years. All of these lessons came from making mistakes and learning from them.
Audio, Business/Marketing, Design, Programming, Production, Art

Video game composers can make you smarter! (The music of Dragon Front) Part 3  
by Winifred Phillips [01.09.17]
In the last of a 3-part series, video game music composer Winifred Phillips explores how music enhances focus & cognition in strategy gamers. Part 3: tension-regulating affect, with examples of Phillips's music from the Dragon Front virtual reality game.
Audio, VR

The Power of Pitch Shifting  
by George Prosser [01.02.17]
Pitch shifting is a simple but powerful technique to have in your arsenal! You can use it to make sound effects less repetitive and to help convey information to the player.
Audio, Programming, Indie

Game accessibility quotes of 2016  
by Ian Hamilton [12.30.16]
2016 has been a momentous year for accessibility. Not just the advancements that have been made, but also important because of the things that have been said, and the people who have been saying them. This post is a compilation of some of my favourites.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie, VR


Crate Entertainment — Boston Area (work remotely), Massachusetts, United States
[01.15.17]
Graphics / Engine Programmer
Graphics / Engine Programmer

Crate Entertainment — Boston Area (work remotely), Massachusetts, United States
[01.14.17]
Senior Programmer


DreamSail Games — New York, New York, United States
[01.13.17]
Game Designer
DreamSail is seeking a game designer who would dare to craft thrilling experiences for the VR era of gamers.

Cignition — Palo Alto, California, United States
[01.13.17]
Gameplay Programmer
Cignition is a growing startup, passionate about blending gameplay and neuroscience to create immersive learning experiences. Our focus on K-12 STEM related education has resulted in an extensive collaboration between teachers, neuroscientists, and game developers, resulting in a highly diverse and creative environment. Tests in school districts have proven both efficacy of learning and deep engagement by students.

Insomniac Games — Burbank, California, United States
[01.13.17]
FX Artist
Insomniac Games is searching for an FX artist for our Burbank Studio

Insomniac Games — Burbank, California, United States
[01.13.17]
Senior Gameplay Programmer
Senior Programmer wanted for a role at Insomniac Games!

Insomniac Games — Burbank, California, United States
[01.13.17]
Senior Environment Artist
Senior Environment Artist wanted for Insomniac Games

Insomniac Games — Burbank, California, United States
[01.13.17]
Senior Designer
Insomniac Games is looking for a Senior Designer to join our team!

Sanzaru Games Inc. — Foster City, California, United States
[01.13.17]
Environment Artist


Sanzaru Games Inc. — 94404, California, United States
[01.13.17]
Prop Artist