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July 29, 2016
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July 29, 2016
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Eugene Jarvis and Larry DeMar reflect on their work at Robotron: 2084 dev Vid Kidz  
by Alex Wawro [07.28.16]
A fan at California Extreme captured video of veteran arcade game devs (and Defender co-creators) Eugene Jarvis and Larry DeMar delivering a postmortem of their work at Robotron: 2084 dev Vid Kidz.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Video

Don't Miss: Games from the trash -- A history of the TRS-80 28
by Dale Dobson [07.25.16]
In this timeless retrospective, Gamasutra pays homage to a system beloved by many but mostly forgotten by everyone else -- except for the game developers who learned on it, or are inspired by it.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC

Video: Designing the audio for Inside, a game that listens  
by Staff [07.22.16]
At GDC 2016, Playdead audio wizard Martin Stig Andersen describes various approaches to feedback loops between game and audio that have resulted in an atmospheric experience for Inside players.
Audio, Console/PC, Indie, Video, Vault

GDC 2017 announces call for submissions  
by Staff [07.21.16]
Heads up game devs: GDC 2017 officials have opened the annual Call for Papers for the GDC 2017 Main Conference, from now through August 18th.
Audio, GDC, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing

Blog: Tomb Raider's 20 years of music 2
by Gamasutra Community [07.20.16]
Seven composers contributed to 11 games over a period of 19 years of the Tomb Raider franchise. Here's a rundown.
Audio

Don't Miss: Designing for mystery in Kentucky Route Zero 1
by Staff [07.19.16]
With Kentucky Route Zero's 4th episode released, look back at this talk from Cardboard Computer's Jake Elliott about how their design process evolved to focus on creating mystery, rather than puzzles.
Audio, Design, Art, Indie


Video Game Music Composer: How To Break Into the Business  
by Winifred Phillips [07.26.16]
This article offers tips for how to break in and establish a career as a game composer, including personal anecdotes on breaking into the industry, strategies for effective career networking, and advice for communicating with development teams.
Audio

Unprecedented raw footage of the Japanese games industry 3
by John Szczepaniak [07.26.16]
A collection of short videos documenting the history of Japanese console and computer games.
Audio, Design, Programming, Production, Art, Console/PC

2nd Vlog Creating an animated title  
by Randell Trulson [07.25.16]
Second video blog talking about creating an animated title.
Audio, Business/Marketing, Design, Programming, Art, Console/PC, Indie, Social/Online


20 Years of Music in Tomb Raider Video Games 2
by Pieter Smal [07.18.16]
In this article, Pieter Smal discusses the music of the Tomb Raider games 1996-2015.
Audio, Serious

Your horror game sucks.  
by Raghav Mathur [07.18.16]
Horror game junkie and games producer breaks down the best tropes of both "cheap" and "clever" horror titles, and lends his advice as to how indie developers can take the scariest aspects of modern media and use them to their advantage.
Audio, Smartphone/Tablet, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR


nWay — San Francisco, California, United States
[07.29.16]
Sr. Systems Designer


Age of Learning, Inc. — Glendale, California, United States
[07.29.16]
Director of Operations


Nintendo of America Inc. — Austin, Texas, United States
[07.29.16]
RETRO STUDIOS - Tools Engineer
Tools Engineer for Retro Studios

Deluxe Entertainment Services Group — Santa Monica, California, United States
[07.29.16]
Graphics Engineer / Engine Programmer (VR)


Deluxe Entertainment Services Group — Santa Monica, California, United States
[07.29.16]
SR Real-Time FX Lead


Big Fish Games — Seattle, Washington, United States
[07.29.16]
Art Director
Big Fish is looking to hire a highly talented Sr, Art Manager/Art Director (depending on experience) to lead, mentor, and manage a team of designers, across a growing portfolio of mobile F2P game titles. The ongoing acquisition of new players is an integral part of Big Fish's success and this strategic role will oversee and drive all design aspects for these marketing initiatives. This design team is responsible for creating all the assets/banners/video for our outbound mobile UA marketing campaigns. This role reports to the VP of User Acquisition.

Telltale Games — San Rafael, California, United States
[07.29.16]
Senior Graphics Engineer


War Drum Studios — Gainesville, Florida, United States
[07.29.16]
Game and Systems Programmer
We are looking for a talented C++ programmer who wants to work on challenging problems and implement and own new systems. Join us as we have our cake and eat it to: we work on some of the best games in the business while also enjoying a small team environment.

YAGER Development GmbH — Berlin, Germany
[07.29.16]
Data Analyst (f/m)
We are looking for a skilled Data Analyst who wants to work as part of our AAA F2P project Dreadnought. Support us in providing information that will improve our game.

Aeria Games Europe — Berlin, Germany
[07.29.16]
Web Developer (Front- and Backend) (m/f)