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June 23, 2017
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What it's like to follow your hit indie game (2M+ sold!) with a 6K sales 'bomb'  
by Alex Wawro [06.23.17]
In a new YouTube video, Introversion devs Mark Morris and Chris DeLay speak very frankly about being surprised to find Scanner Sombre has sold roughly 6,000 copies in the two months since launch.
Business/Marketing, Indie, Video

Rockstar clarifies Grand Theft Auto V modding policy  
by Alissa McAloon [06.23.17]
Update Grand Theft Auto V publisher Take-Two Interactive came down on a number of mod makers and hack purveyors lately, and now a policy change clarifies what mods it will allow.
Business/Marketing, Console/PC, Social/Online

Why Microsoft says devs shouldn't write off the Xbox One X  
by Chris Kerr [06.23.17]
"From the get-go we knew that we wanted devs to be able to take the existing engines that they were working on on Xbox One and get those engines up and running in 4K."
Business/Marketing, Production

Corona 2D game engine is now 'completely free'  
by Chris Kerr [06.23.17]
Starting today anyone who downloads the toolkit through the daily builds page will get a combined package that includes the standard simulator and native-based products.
Business/Marketing, Smartphone/Tablet

VRDC Q&A: Tilt Brush's Patrick Hackett  
by Emma Kidwell [06.23.17]
Patrick Hackett, co-creator of the VR art application Tilt Brush, will be at VRDC Fall 2017. Here, he explains how he crossed over from Double Fine to a VR startup, and shares thoughts on future of VR.
Business/Marketing, Design, Art, Console/PC

With Sony's indie support in question, developers at E3 weigh in 2
by Mathew Kumar [06.23.17]
"The bottom line is they need to do what’s best for their business. And unfortunately maybe doing indies is not that right now. And that’s unfortunate, but there’s not much we can do."
Business/Marketing, Console/PC, Indie, E3

Another One Bites the Dust: Dynasty Feud Postmortem  
by Jon Sanchez [06.23.17]
In this blog post we share our thoughts on the development of Dynasty Feud and why we think the game did not work. We comment on several issues, from the current state of the industry to how our marketing went wrong, plus some more useful tips.
Business/Marketing, Production, Console/PC, Indie

Should your Engineering Lead be fired?  
by Mike Acton [06.23.17]
Here is a checklist that represents the minimum bar of what else you should expect from your Engineering Lead.
Business/Marketing, Production

TumbleSeed Postmortem 1
by Greg Wohlwend [06.23.17]
Now two months after launching TumbleSeed we’ve had enough time to ponder what went wrong and have put together an update to address it.
Business/Marketing, Design, Production, Indie

How to Handle Criticism Like a Classy Developer  
by Jennifer Mendez [06.22.17]
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

Top Kickstarter Tips From Kickstarter's Video Games Expert 1
by Anya Combs [06.22.17]
I talk to a ton of people who are planning to launch game projects on Kickstarter. Here's what I tell them.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Smartphone/Tablet

What to Learn from PlayerUnknown’s Battlegrounds: A Marketing Analysis  
by Jennifer Mendez [06.21.17]
Business/Marketing, Console/PC, Social/Online

Impulse Gear, Inc. — San Francisco, California, United States
Lead Concept Art / Look Development Artist

Tangentlemen — Playa Vista, California, United States
AI Engineer
AI Engineer @ Tangentlemen

UBM Tech — San Francisco, California, United States
General Manager, Game Developers Conference
Game Developers Conference is the world's largest professional game industry event. GDC attracts over 26,000 attendees, and is the primary forum where programmers, artists, producers, game designers, audio professionals, business decision-makers and others involved in the development of interactive games and virtual reality gather to exchange ideas and shape the future of the industry. The GDC General Manager has overall responsibility for managing the success and growth of GDC San Francisco, as well as related VRDC events co-located with GDC and standalone during the year.

Disruptor Beam — FRAMINGHAM, Massachusetts, United States
Director, User Acquisition

Infinity Ward / Activision — Woodland Hills, California, United States
UI/UX Director
Infinity Ward is currently seeking an exceptional UI/UX Director to join our team on a new, exciting project. This is a key role designed to help establish the look of the game’s front end user interface, in-game HUD and additional art content that is consistent with the art direction of the project.

Infinity Ward / Activision — Woodland Hills, California, United States
IT Technician (Temporary)
As an IT Technician at Infinity Ward you will field all help desk calls from our internal end-users with the highest level of service and support. Your essential duties and responsibilities will include identifying, diagnosing, and resolving technical problems for our users.

Infinity Ward / Activision — Woodland Hills, California, United States
Senior Rendering Engineer
Infinity Ward is looking for a Senior Rendering Engineer to join our team and drive the vision of what a true next-gen console can achieve. You relish the challenge of achieving graphical rendering excellence in less than 16ms. You keep up to date with industry trends, want to intelligently apply the latest rendering techniques, and even break new ground on your own. You're comfortable writing gpu shaders and cringe when your gpu capture says you just added .2 ms more to the frame than you thought it should. If you also have experience implementing tech features end to end, from data file to the screen, then put another feather in your cap and contact us!

Infinity Ward / Activision — Woodland Hills, California, United States
Engine Software Engineer
Infinity Ward is looking for an Engine Programmer, someone who considers themselves a Generalist with the ability to work with (or near) rendering code. You would be comfortable understanding the needs of and writing a render target management system as well as modifying how the priorities function in our threaded worker command system. You might find yourself debugging an access violation in the render list generation code one day and working on optimizing the shader compiler build pipeline the next. If that gets your fingers twitching ready to tickle the keyboard - then you may just be who we're looking for.

Infinity Ward / Activision — Woodland Hills, California, United States
Associate Tools Engineer
Infinity Ward is currently seeking an Associate Tools Engineer in the Woodland Hills, CA area. The ideal candidate should have several years of full-time programming experience in games, film, or a similar environment with a mix of technical and creative individuals/teams. We are looking for someone who is passionate about working with content creators and engineers of other disciplines to build awesome tools. This is an exciting opportunity to join an award winning video game developer and work with the best gaming talent in the world.

Infinity Ward / Activision — Woodland Hills, California, United States
Core Systems Engineer
Infinity Ward is currently seeking a Core Systems Engineer in the Woodland Hills, CA area. The ideal candidate would have some industry experience in designing and building the core systems that supports the game design. While the work may involve some gameplay work, the primary focus is at the systems and engine level, working with the other members of the team (including designers, animators, artists and other engineers) to achieve phenomenal results.