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April 27, 2017
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Why remaking games like Wonder Boy can be creatively inspiring  
by Bryant Francis [04.26.17]
It's one thing to work on another person's game, it's another to remake a game from 20 years ago and add your own flourish to it.
Design, Console/PC, Video

Video: Rendering the striking visuals of Capybara's Below  
by Staff [04.26.17]
Capybara Games' Colin Weick speaks at GDC 2017 about the techniques used to achieve high visual fidelity in the context of the simplified yet dense aesthetic of the studio's upcoming roguelike Below.
Design, Art, Indie, Video, Vault

Get a job: System Era is hiring a Sr. Technical Designer  
by Staff [04.26.17]
System Era Softworks is looking for a Sr. Technical Designer to join its Washington-based development studio and lead the design direction for its game, Astroneer.
Design, Recruitment

Don't Miss: The making of Call of Duty 4: Modern Warfare 4
by Gamasutra Community [04.26.17]
As more details emerge for the latest Call of Duty title, take a look back at this postmortem from the developers of Modern Warfare to learn more about that pivotal entry in the series.
Design, Production, Console/PC

Chat with the developers behind Wonder Boy: The Dragon's Trap at 3PM EDT  
by Bryant Francis [04.26.17]
It's not often that a small developer gets to remake an old retro game. We're chatting with the minds behind Wonder Boy: The Dragon's Trap at 3PM EDT.
Design, Console/PC, Video

VRDC Fall 2017 debuts its first talks, from Playful Corp and Facebook!  
by Staff [04.26.17]
Organizers are excited to debut the first announced talks for VRDC Fall 2017: one from Facebook lead (and veteran game dev) Mike Booth, the other from Playful Corp (Lucky's Tale) chief Paul Bettner!

Games Need More Monster Love  
by Zack Wood [04.26.17]
What is "monster love" and why do we need more of it? This post explores how games treat monsters and the unknown.
Design, Production, Art, Console/PC, Serious, Indie

The secrets behind insanely successful Mobile Games  
by Tejas Jasani [04.26.17]
The main objective of this post is to know the secrets that every gaming company should know behind insanely successful Mobile Games.
Design, Indie

VR: The Ultimate Empathy Machine?  
by Sande Chen [04.26.17]
In this article, game designer Sande Chen recognizes the issues with using virtual reality to promote empathy and social impact.
Design, Serious

How to Save the Environment by Letting Kids Destroy It 4
by John Krajewski [04.25.17]
Our goals for video games beyond education, and how we believe they can make an impact on education and the environment.
Design, Console/PC, Serious, Indie

How to Start Thinking about Emergent Game Design  
by Josh Bycer [04.25.17]
Emergent game design is an example of master game design, and requires a special way of thinking about mechanics and systems that I want to talk about.
Design, Console/PC, Indie

Boom, Headshot! 3
by Martin Annander [04.25.17]
It makes all the difference how we portray violence in our gams, and how we think about violence.
Design, Console/PC, Indie

Telltale Games — San Rafael, California, United States
Assistant Graphic Designer

Disruptor Beam — FRAMINGHAM, Massachusetts, United States
UI/UX Designer

Woodbury University — Burbank, California, United States
Game Art and Design Adjunct Professor

System Era Softworks — Seattle, Washington, United States
Senior Technical Designer

Cryptic Studios — Los Gatos, California, United States
Game Designer - Systems

Parallel Plaid — Park City, Utah, United States
Art Director

Disruptor Beam — FRAMINGHAM, Massachusetts, United States
Game Designer

Everywhere — Edinburgh, Scotland, United Kingdom
Character Artists and Animators

Sheffield Hallam University — Sheffield, England, United Kingdom
Games Designer in Residence
Will you be the first Games Designer in Residence at Sheffield Hallam?

Impulse Gear, Inc. — San Francisco, California, United States
Senior Narrative Writer