Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
May 2, 2016
arrowPress Releases
May 2, 2016
PR Newswire
View All
View All     Submit Event

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Video: 20 lessons learned from 20 years of making Magic: The Gathering  
by Staff [05.02.16]
"Not a lot of people design the same game for twenty years," said venerable Magic: The Gathering head designer Mark Rosewater in his GDC 2016 game design talk. "Not a lot of games last twenty years."
Design, Social/Online, Video, Vault

Patrice Desilets: 30 words on creativity, plus a peek at 1666  
by Brandon Sheffield [05.02.16]
In his talk at the Reboot Develop conference, Patrice Desilets discussed 30 words that he associates with creativity...and showed off some in-engine footage of his game 1666: Amsterdam
Design, Console/PC

Don't Miss: How Call of Duty 4: Modern Warfare was made 1
by Zied Rieke & Michael Boon [05.02.16]
Infinity Ward's influential shooter debuted almost a decade ago. Now, read this classic postmortem the lead designer and technical art director wrote of it for Game Developer magazine.
Business/Marketing, Design, Production, Console/PC

Blog: Consequences in games 2
by Gamasutra Community [05.02.16]
"Consequences are a form of constraints, and contemporary players do not like constraints. They want to do whatever they want to do, as though they were on a playground or playing with toys."
Design, Console/PC, Smartphone/Tablet

Blog: Unexpected narrative in games  
by Gamasutra Community [05.02.16]
"Metroid isn't the only game to use this type of storytelling. Journey, Ico, Sword & Sworcery, and others tell their stories with very little text or cinematic sequences."
Design, Console/PC

Dishonored, and tactile interface metaphors  
by Gamasutra Community [05.02.16]
"The consistent and weighted emphasis of the moral dichotomy of player choice in Dishonored becomes only reinforced, as our bodily interactions with the controller approach our assumptions of how we might expect the actions to feel."
Design, Console/PC

Consequences in Games 2
by Lewis Pulsipher [04.29.16]
Party games, and to a lesser extent family games, have always been reward-based (you're rewarded for participation) rather than consequence-based (winning and losing is important, plus more), but hobby games were usually the latter. Not any more.
Design, Console/PC

Shape Quest Post Mortem  
by Levi Smith [04.29.16]
Developer's thoughts on developing Shape Quest for the Ludum Dare 35 game development competition.
Audio, Design, Programming, Art

5 tips for exhibiting at the Minibooth at PAX East  
by Jeroen Wimmers [04.29.16]
This year I showcased my game Circles at the Indie Minibooth at PAX East. It was my first time showcasing at such a major convention, so here I share some things that I learned and some I wish I knew beforehand.
Business/Marketing, Design, Indie

Dishonored and Tactile Interface Metaphors  
by David Friesen [04.29.16]
An applied semiotic analysis of an aspect of the UX and game design of Dishonored (Arkane Studios, 2012).
Design, Console/PC

Titan Maria Postmortem  
by Jonathan Boutin [04.29.16]
This is a postmortem for a game I was developing in class with classmates called Titan Maria. This game is an open world exploration game set on Jupiter's moon, Titan. In this game you will discover many anomalies and interesting creatures.
Design, Indie

Using Melodrama to Create Strong Game Plots  
by Filip Wiltgren [04.28.16]
Melodrama makes any serious writer cringe - but it's perfect for games as it combines high emotional impact with brevity by using cultural tag markers.
Business/Marketing, Design, Serious, Indie

The Walt Disney Company — Glenale, California, United States
Senior Concept Artist

Demiurge Studios (SEGA) — Cambridge, Massachusetts, United States
Game Designer

Sucker Punch Productions — Bellevue, Washington, United States
Systems Designer

Psyonix — San Diego, California, United States
UI Artist for Rocket League

International Game Technology — Reno, Nevada, United States
Lead Artist

Schell Games — Pittsburgh, Pennsylvania, United States
Project Design Director

Demiurge Studios (SEGA) — Cambridge, Massachusetts, United States
Game Director

Insomniac Games — Burbank, California, United States
Senior Designer
Insomniac Games is looking for a talented Sr Designer to come join us!!

Disruptor Beam — Framingham, Massachusetts, United States
Cinematic Artist

Sony PlayStation — San Diego, California, United States
Senior Character Artist
Senior Character Artist