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July 6, 2015
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July 6, 2015
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Postmortem: Pinball-RPG hybrid Rollers of the Realm 5
by Sean Thompson, Tony Walsh, Ericka Evans, David Evans [12.31.14]
What happens when an indie studio pulls in triple-A talent to make a game with a really weird twist? This postmortem covers the development of pinball/RPG hybrid Rollers of the Realm.
Design, Postmortem, Console/PC, Indie

Best of 2014: Gamasutra's Top Games of the Year 10
by Christian Nutt, Brandon Sheffield, Kris Graft, Alex Wawro, Leigh Alexander, Phill Cameron [12.22.14]
Making a definitive "best of" is impossible, thanks to the diversity of games out there. But Gamasutra's small staff, naturally, played a whole lot of games this year, and we all have strong opinions about the ones we loved.
Design, Console/PC, Smartphone/Tablet, Mobile Games

Q&A: New AAA studio from 2K Games all about players' stories 7
by Christian Nutt [12.04.14]
Today, 2K Games announced the formation of a new internal studio, Hangar 13, lead up by Haden Blackman. This brand new interview delves into how he hopes to push the boundaries of triple-A game development.
Design, Interview, Console/PC

Rebooting the world's first MMORPG: A Habitat story 2
by Chris Barylick [10.06.14]
Recently, the original creators of the world's first massively multiplayer online role-playing game got together with other game developers to bring a history to the present.
Design, Social/Online, History

Game Design Deep Dive: Amnesia's 'Sanity Meter' 16
by Thomas Grip [08.27.14]
Amnesia: The Dark Descent's "sanity meter" feature was born out of darkness. Creative director Thomas Grip explains the evolution of the meter's design.
Design


Examining organic tutorials 1
by Gamasutra Community [07.03.15]
"What makes organic tutorial design work so well is that the player is learning how these mechanics work via situations and challenges that the game is built around."
Design, Console/PC, Indie

Making design tools in Unity: Creating WorldShape  
by Gamasutra Community [07.03.15]
"How does our WorldShape tool actually work? How might you create your own similar tools? I wonít be able to explain every aspect of Unity, obviously, but Iíll try to point you in the right direction."
Design, Programming, Console/PC, Indie

Blog: Letting our differences bring us together 5
by Gamasutra Community [07.03.15]
A rumination on games that satisfy different people: "I thought about other games I wished I could enjoy with my wife, who prefers a more methodical and thoughtful approach than I usually take."
Design, Console/PC, Smartphone/Tablet


Building a Global-Survival game  
by John Krajewski [07.02.15]
Our new project Eco puts a fragile world in the hands of a group of players, who must build a civilization without destroying it in the process.
Design, Indie, Social/Online

Three Quick Tests for a Game Story's "Interactivity"  
by Alfe Clemencio [07.02.15]
A wave of "Interactive Stories" in video games are hitting the market. But "how" is a game interactive? These 3 quick questions help you out.
Design

Examining Organic Tutorials 1
by Josh Bycer [07.02.15]
Tutorials can be one of the trickiest elements to get right in a title, but today's post looks at a shortcut of combining learning with level design.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Down Time vs. Dead Time in Sequential Games  
by Filip Wiltgren [07.01.15]
When dealing with games where players have to wait for each other we can give them three types of down time: plan time, rest time and dead time. Making sure to avoid the last is the key to a pleasant game experience.
Design

Bubble Witch 2 Saga: The most beautiful 3D render maps 1
by Junxue Li [07.01.15]
In this series of posts, I would evaluate the characteristics of maps of a few popular games: Bubble Witch Saga 2, Jelly Splash, etc, from the point view of an art producer. This is part 2.
Design, Production, Art, Social/Online, Smartphone/Tablet


Sheridan College — Oakville , Ontario, Canada
[07.03.15]
Game Design Technologist


South Park — Los Angeles, California, United States
[07.03.15]
"South Park" Research Developer


Red 5 Studios — Irvine, California, United States
[07.03.15]
Open World PvP Designer
Seeking Senior or Mid-level candidates!

Sucker Punch Productions — Bellevue, Washington, United States
[07.02.15]
Senior Character Technical Artist
Senior Character Technical Artist

Telltale Games — San Rafael, California, United States
[07.02.15]
Senior Character Modeler
Senior Character Modeler

Retro Studios - Nintendo — Austin, Texas, United States
[07.02.15]
RETRO STUDIOS - Character Artist


Gameloft — New York, New York, United States
[07.02.15]
Narrative Designer


Respawn Entertainment — Van Nuys, California, United States
[07.01.15]
UX Designer


Respawn Entertainment — Van Nuys, California, United States
[07.01.15]
Senior Level Designer
Respawn is looking for experienced level designers to help bring to life a new 3rd person action/adventure game.

Respawn Entertainment — Van Nuys, California, United States
[07.01.15]
Senior Systems Designer
Respawn is seeking a Senior Systems Designer to embrace and contribute to the project vision, specifically in the areas of hero control/mechanics, enemy design, AI behaviors, combat/weapons, class design, skills/progression, story, and boss encounters.