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August 28, 2016
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August 28, 2016
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Check out this intriguing way to broadcast game footage in VR  
by Bryant Francis [08.26.16]
Want another way to broadcast your game footage in VR? How about eSports? The developers of Battlerite have come up with an interesting solution for you.
Design, Video

Don't Miss: Evaluating game mechanics for depth 31
by Mike Stout [08.26.16]
Ratchet and Skylanders designer Mike Stout writes on depth: "To me, it describes a sweet spot -- that point during a game where the player can repeatedly display his mastery of a game mechanic."
Design, Console/PC, Indie

Kojima exploring virtual and augmented reality at Prologue Immersive  
by Chris Kerr [08.26.16]
Metal Gear creator Hideo Kojima has joined the advisory board of California-based virtual and augmented reality company, Prologue Immersive.
Business/Marketing, Design

Attend VRDC for expert advice on tackling VR's usability challenges  
by Staff [08.26.16]
Game designer, researcher and XEODesign founder Nicole Lazzaro will explore the 5 most challenging usability obstacles game developers (and film makers) face in VR at VRDC this November!

Game Design Deep Dive: Building truly cooperative play in Overcooked 3
by Phil Duncan [08.26.16]
"With Overcooked, we wanted to make a game which was much more focused on how a team works together rather than simply adding more players to a single player experience."
Design, Console/PC, Indie, Video

Get a job: Playful Corp needs a senior designer  
by Bryant Francis [08.25.16]
The makers of Lucky's Tale are looking for a senior designer to work with them in virtual reality.
Design, Recruitment

Doom - Flow through Level Design  
by Joey Simas [08.26.16]
A quick look at how the Doom level, The Necropolis, uses lighting and composition to create flow.

Pokemon Go, Pokemon and Adding Value to Game Pieces  
by Nikhil Murthy [08.26.16]
Looking at the original Pokemon games and Pokemon Go for ways to add value to the pieces of your game.

by Mare Sheppard [08.26.16]
We're Metanet Software (Mare Sheppard and Raigan Burns), and we have been making games since 2001. We just launched N++ on Steam, completing the twelve-year journey that began with the free Flash version of N back in 2004. This is a retrospective.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

A morning at one of the oldest game studios 1
by Brad Wardell [08.25.16]
A day in the life of the CEO of one of, if not these oldest PC gaming studios in the industry.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online

Coping with having to play the long game  
by Daniel Nissenfeld [08.25.16]
Staring down a project that you know will end up taking years not because of scope but because of life.
Design, Programming

Alien Languages: How We Talk About Procedural Generation 2
by Michael Cook [08.25.16]
The right words can motivate anyone about your game - but are we all speaking the same language? The response to No Man's Sky is the latest warning that a lot of what we mean when we talk about procedural generation is getting lost in translation.
Design, Programming, Console/PC, Indie

Age of Learning, Inc. — Glendale, California, United States
Graphic Designer (Bilingual-English and Spanish)

Age of Learning, Inc. — Glendale, California, United States
Graphic Designer/Illustrator

Telltale Games — San Rafael, California, United States
Senior Designer

Woodbury University — Burbank, California, United States
Game Art & Design - Adjunct Professors

Playful Corp — McKinney, Texas, United States
Senior Designer

International Game Technology — Reno, Nevada, United States
Senior 3D+ Game Artist

Double Fine Productions — San Francisco, California, United States
Art Director
Double Fine Productions is currently looking for a highly experienced, professional Art Director to join our team and lead the artistic vision for Pyschonauts 2!

Double Fine Productions — San Francisco, California, United States
Lead Animator
Double Fine Productions is currently looking for a highly experienced Lead Animator to join our team and contribute to Psychonauts 2!

Hi-Rez Studios — Alpharetta, Georgia, United States
UI/UX Designer
Hi-Rez Studios is looking to hire an experienced UI/UX Designer to work at our studio in Alpharetta, Georgia. Come join the creator of the critically acclaimed SMITE, Tribes: Ascend, and Global Agenda as we embark on exciting new game projects! We are looking for an exceptional User Interface Artist who wants be a part of a close-knit and fast-paced development team. This person will work directly with the director, programmers, and designers to create groundbreaking user interface designs with our game. We are interested in experienced candidates with high levels of creative energy and passion for creating amazing artwork.

Loot Crate — Los Angeles, California, United States
Lead Game Designer
Loot Crate was founded around a simple idea: put the awesomeness of Comic-Con in a box. Today, we are the #1 fastest growing company in the US, and we did it by delivering a delightful box of cool collectibles, games, and interactive experiences to nearly 1 mil subscribers each month. Interested in creating truly delightful gaming experiences that likes that the gaming world has never seen before? Then read on!