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June 29, 2017
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Video: 7 years in alpha -- A Thumper postmortem  
by Staff [06.28.17]
At GDC 2017, Thumper dev Marc Flury shows how he & fellow dev Brian Gibson shipped the game themselves thanks to strong art direction, constant experimentation, and commitment to simplicity.
Design, Programming, Production, Indie, Video, Vault

Get a job: Respawn Entertainment is hiring a Sr. Level Designer  
by Staff [06.28.17]
Respawn is looking for a highly skilled Senior Level Designer who will embrace its philosophy and share their hard-earned expertise to create an incredible experience for its players.
Design, Console/PC, Recruitment

Blog: The hidden cost of being an indie  
by Gamasutra Community [06.28.17]
Video games: let's mix the creative risks of mass media projects with technology that's work-in-progress alongside the game's production! What could go wrong?
Design, Production

Blog: The agony and ecstasy of naming achievements  
by Chris Kerr [06.28.17]
This article provides some tips and shortcuts for the achievement-naming process, plus commentary on the value of inserting small "personality details" into your game
Design

Blog: A postmortem of my game jam entry Pwny UP  
by Gamasutra Community [06.28.17]
This is a small set of thoughts and score reflection after being judged in a game jam.
Business/Marketing, Design, Production

Blog: A Rise & Shine audio postmortem  
by Gamasutra Community [06.28.17]
A retrospective of the audio work by Damian Sanchez on Super Awesome Hyper Dimensional Mega Team's game.
Design


Explorables Of Pull Algorithms  
by Nikhil Murthy [06.28.17]
An interactive article showing how different kinds of pull algorithms work.
Design

The Sum of its Parts: How fusing game mechanics can create whole new genres  
by Kevin Chan [06.28.17]
If there is a single holy grail for game developers, it would have to be the desire to create something genuinely new. When creating Ticket to Earth, we were able to find originality by mixing up styles and genres that dont intuitively fit together.
Design, Production, Console/PC, Indie, Smartphone/Tablet

The Future of eSports Part II: Simplicity vs. Complexity  
by Andrew Heikkila [06.28.17]
In part 2, well focus more on how that balance can be achieved by looking at what works and doesnt work in games beyond MOBAs, specifically Rocket League, FPS titles like Halo, and fighting games like Street Fighter.
Design, Production, Console/PC, Social/Online, VR

The case against FLOW in games  
by Petar Kotevski [06.28.17]
Flow is not the enemy, as long as it knows its bounds. Everyone enjoys a game that encourages disengaging higher cognitive functions, at least from time to time  I know I do. But that cant be all there is.
Design, Console/PC, Indie

The Importance of Failure in the Game Industry  
by Josh Bycer [06.27.17]
The Game Industry has its share of amazing successes, but it's important to talk about the other side of the coin and how risky game development is.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

Mechanics - Depth Knows Best  
by Max Pears [06.27.17]
I talk about how it is better to invest in the depth of a mechanic over having 100s of mechanics. Showing how it is important to give players a chance to learn and grow with the mechanic. Enjoy
Design, Console/PC, Serious, Indie, Smartphone/Tablet


Respawn Entertainment — Los Angeles, California, United States
[06.28.17]
Narrative Lead
We’re looking for a highly skilled Narrative Lead who will embrace our culture and share his/her hard earned expertise to help us create an incredible Star Wars ™ experience for our players in a fun, third-person action adventure setting. We’re picturing an avid gamer who is passionate about this much beloved IP, and who will collaborate closely with the writing team as well as design, art, audio, tech, and production departments to ensure seamless implementation of narrative game content throughout development.

Respawn Entertainment — Los Angeles, California, United States
[06.28.17]
Senior Technical Animator
Our motto is fun game-play first, and we’re looking for a highly skilled Senior Technical Animator who will embrace our philosophy and share his/her hard earned expertise to provide support to the Titanfall animation and art teams. The Senior Technical Animator will be responsible for helping to maintain an efficient pipeline, building tools in Maya, and working closely with the Animation and Art Departments. If this sounds like you, we're looking forward to seeing your resume!

Respawn Entertainment — Los Angeles, California, United States
[06.28.17]
UI/UX Designer
Respawn Entertainment is an independent game development studio that was founded in 2010 by former co-founders of Infinity Ward and creators of the multi-billion dollar Call of Duty and Modern Warfare franchises. We have since shipped Titanfall and Titanfall 2 to critical acclaim, and are currently hiring for both our Star Wars ™ and Titanfall development teams. Our motto is gameplay first, and the opportunity to create groundbreaking AAA games with some of the best developer talent in the industry awaits our future team members.

Respawn Entertainment — Los Angeles, California, United States
[06.28.17]
Senior Level Designer
Respawn Entertainment is an independent game development studio that was founded in 2010 by former co-founders of Infinity Ward and creators of the multi-billion dollar Call of Duty and Modern Warfare franchises. We have since shipped Titanfall and Titanfall 2 to critical acclaim, and are currently hiring for both our Star Wars ™ and Titanfall development teams. Our motto is gameplay first, and the opportunity to create groundbreaking AAA games with some of the best developer talent in the industry awaits our future team members.

Respawn Entertainment — Los Angeles, California, United States
[06.27.17]
Senior Combat/ Systems Designer
Respawn Entertainment is an independent game development studio that was founded in 2010 by former co-founders of Infinity Ward and creators of the multi-billion dollar Call of Duty and Modern Warfare franchises. We have since shipped Titanfall and Titanfall 2 to critical acclaim, and are currently hiring for both our Star Wars ™ and Titanfall development teams. Our motto is gameplay first, and the opportunity to create groundbreaking AAA games with some of the best developer talent in the industry awaits our future team members.

Heart Machine — Los Angeles, California, United States
[06.27.17]
Environment Artist


WRKSHP — San Francisco, California, United States
[06.26.17]
Animator


Micazook — London, England, United Kingdom
[06.26.17]
Game Designer Wanted


UBM Tech — San Francisco, California, United States
[06.23.17]
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.

Infinity Ward / Activision — Woodland Hills, California, United States
[06.23.17]
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.