Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
February 19, 2017
arrowPress Releases






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



Why there are 'no shortcuts' to making people care about your game's characters 2
by Bryant Francis [02.17.17]
Learn how you can put trust in your players to grow attached with your characters at this year's GDC.
Design, Console/PC, Video

What can game devs do to revitalize the roleplaying game genre? 3
by Alissa McAloon [02.17.17]
Roleplaying games have come a long way in the past decade alone, but some developers believe that the genre needs to keep innovating if it’s to reach its full potential.
Design

Don't Miss: Teaching players without using words 10
by Max Pears [02.17.17]
In this 2016 blog post, Ubisoft technical level designer Max Pears explores different methods of explaining game mechanics to players without writing explicit, wordy instructions into a game.
Design

Longtime Valve writer Erik Wolpaw leaves company 2
by Kris Graft [02.17.17]
Erik Wolpaw, best known as one of the more prominent writers at Half-Life and Steam house Valve Software, is leaving the company.
Business/Marketing, Design

Ask Mafia III's Harrison Pink about writing great characters at 3PM EST  
by Bryant Francis [02.17.17]
If you have questions about how to get players attached to your game's characters, we're chatting with Hangar 13 game developer Harrison Pink today at 3PM EST.
Design, Console/PC, Video

Keywords drops $1.49M on visual effects studio, Spov  
by Chris Kerr [02.17.17]
Video game tech service provider Keywords Studios has acquired visual effects and graphics outfit Spov for $1.49 million. 
Business/Marketing, Design, Art


Design Exercise: A Better Steam  
by Taekwan Kim [02.17.17]
Examining Steam Discovery like any other MMO with issues in balancing, matchmaking, information availability, and unintended aggregate results from poorly considered reward structures
Design

Pros and Cons of a regular schedule for a side-project blog  
by Stanislav Costiuc [02.15.17]
What I've learned after trying to keep up a video game/design blog on a regular schedule.
Design, Serious

GDC 2017: How video game composers can use music to build suspense  
by Winifred Phillips [02.13.17]
Video game composer Winifred Phillips presents extra research & scholarship gathered for her GDC 2017 talk: Homefront to God of War: Using Music to Build Suspense. This info (not included in the talk) is useful for designers wishing to enhance suspense.
Audio, Design

Fast Following Clash Royale - the Case of Star Wars: Force Arena 5
by Michail Katkoff [02.13.17]
Netmarble launched their Clash Royale inspired Star Wars game just under a month ago. On paper, this game sounded like a sure shot but since launch, the game has all but disappeared from the top charts. This post answers to why the game failed.
Design, Smartphone/Tablet

Video Game Deep Cuts: The Alpha Kingdom Protocol  
by Simon Carless [02.12.17]
This week's Video Game Deep Cuts include everything from a witty video appreciation of Kingdom's design to an Alpha Protocol retrospective, & lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Design and Monetization Analysis of Fire Emblem Heroes 2
by Motoi Okamoto [02.10.17]
Fire Emblem Heroes had a large success in Japan and the US. I'd like to explain the analysis of game design and monetization of the mobile game, the relationship between battle system and growth and monetization.
Business/Marketing, Design, Social/Online, Smartphone/Tablet


Skydance Interactive — Marina Del Rey, California, United States
[02.19.17]
Design Intern
Design Intern

DreamSail Games — New York, New York, United States
[02.17.17]
Game Designer
DreamSail is seeking a game designer who would dare to craft thrilling experiences for the VR era of gamers.

Hangar 13 — Novato, California, United States
[02.17.17]
TECHNICAL DESIGNER
The Design Team at Hangar 13 2K is seeking a skilled and experienced Technical Designer to help define tools and best practices that will allow the Design Team to create the best gameplay experiences possible.

PlayQ — Santa Monica, California, United States
[02.17.17]
Senior Game Designer
PlayQ is looking for a Senior Game Designer to contribute to the continuing success of one of our hit titles, here at our company headquarters in Santa Monica.This position will collaborate closely with data and production to determine, design, and implement new game features and events. In addition, this position will be responsible for ongoing level testing and tuning to optimize key game metrics.

Rensselaer Polytechnic Institute — Troy, New York, United States
[02.16.17]
Open Rank Faculty
Faculty Opening at Rensselaer Polytechnic Institute, a Top Ranked National University, and Digital Gaming Hub.

Cold Iron Studios — San Jose, California, United States
[02.16.17]
Senior Environment Artist
Cold Iron is seeking an experienced Environment Artist to join our world class team on our next AAA title for consoles and PC! Do you excel at building props and spaces that are as pleasing to look at as they are to play with? Are you a passionate game developer looking to create the best experiences possible? Join our creative, collaborative studio where you will help craft visually inspiring worlds and awesome gameplay environments.

Cold Iron Studios — San Jose, California, United States
[02.16.17]
Senior Combat Systems Designer
You will be responsible for helping design, develop, and tune combat systems with the goal of creating a positive and balanced gameplay experience. This will include designing and balancing enemy and boss combat behaviors, weapons, and encounters, as well as player combat abilities and weapons.

Cold Iron Studios — San Jose, California, United States
[02.16.17]
World Artist / Level Builder
Cold Iron is seeking an experienced Senior Level Builder to join our world class team on our next AAA title for consoles and PC! As a Level Designer you bridge the gap between art and design, making the content and pacing of the game more enjoyable through layout with strong artistic sensibilities. Do you excel designing spaces that are as pleasing to look at as they are to play through? Join our creative, collaborative studio where you will help craft visually inspiring worlds and awesome gameplay environments.

Vicarious Visions / Activision — Albany, New York, United States
[02.16.17]
Senior Designer (World) - Destiny
See job description.

Vicarious Visions / Activision — Albany, New York, United States
[02.16.17]
Senior Technical Designer (World) - Destiny
See job description.