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November 27, 2015
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November 27, 2015
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November 27, 2015
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RTS design: Economics and player agency  
by Gamasutra Community [11.27.15]
"The more options players have to succeed in an RTS game, the more players will engage with that game. There are a number of facets to this, but Iíd like to look at game economies first."
Design, Console/PC

Blog: The fanatic and his RPG  
by Gamasutra Community [11.26.15]
"In early 2004, a middle-aged man with the Fallout-derived moniker 'Vault Dweller' wrote a brief forum post that began, 'Long story short, Iíve decided to make a game...' By late 2015, he had posted some 30,000 more messages."
Business/Marketing, Design, Production, Indie

Solo iOS dev by an AAA vet: Lessons learned along the way 2
by Gamasutra Community [11.26.15]
"Swing Racers is a 3D racing game on iOS where you pull your car around the house with a rubber band -- the idea came from a dream I had. Hereís a write-up on the things Iíll do differently on the next project."
Business/Marketing, Design, Production, Smartphone/Tablet

Classic Postmortem: Star Wars Rogue Leader: Rogue Squadron II GDMag Exclusive  
by Thomas Engel [11.26.15]
Factor 5's arcade-style action game was release 14 years ago this month. Here's an in-depth postmortem that first appeared in Game Developer magazine.
Design, Programming, Production, Art, History, GD Mag Exclusive

Don't Miss: Avalanche's model for video game boat physics 13
by Jacques Kerner [11.26.15]
In this 2014 feature Avalanche senior coder Jacques Kerner (Just Cause 3) walks us through coding "a simplified model that captures the important features of a boat" in this meaty programming piece.
Design, Programming, Production, Art, Console/PC

Get a job: Sanzaru Games seeks a Lead Designer  
by Staff [11.25.15]
"The Lead Designer will be responsible for spearheading the creation of gameplay systems, narrative, scenario authoring, and quality for our upcoming projects. This role will also include directing other designers."
Design, Console/PC, Recruitment

Developer lessons from 'Big Pharma'  
by Tim Wicksteed [11.25.15]
The dust has settled since launch and I finally feel like I'm in a position to collect my thoughts and do a 'round-up' piece on Big Pharma, share some of the things I've learned.
Business/Marketing, Design, Indie

Level design; from paper to screen  
by James Buckle [11.25.15]
Working as a single indie I've had to develop a quick, efficient, process for designing and creating my levels. Maybe my methods could help you too.
Design, Indie

Game Accessibility and Impacting Game Design 1
by Josh Bycer [11.25.15]
Today's post touches on the concept of game accessibility, and some of the factors you need to think about in terms of consumers with impairments playing your game.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Jetpac to the Past 1
by Scott Fine [11.25.15]
This week we will be taking a look into Jetpac, a retro game from 1983, and discussing what current day Game Designers can learn from it.
Design, Console/PC, Serious

Designing CCG RPG Labyrinth  
by Justin Gary [11.25.15]
Iíve gotten to work on some pretty exciting projects, including a digital card game, SolForge, that I co-designed with Richard Garfield but none of that compares to the scope of what we are doing with Labyrinth.
Design, Indie

The Fanatic and His RPG  
by Mark Yohalem [11.25.15]
In 2004, a middle-aged man wrote a post that began, ďIíve decided to make a game.Ē By 2015, he'd taken an alias, quit his job, posted 30,000 messages and released The Age of Decadence, a work of outsider art as iconoclastic and challenging as its creator.
Design, Production, Indie

Respawn Entertainment — Van Nuys, California, United States
VFX Artist (Titanfall & Unannounced Title)
Looking for a skilled VFX artist for both Titanfall and an unannounced title.

Respawn Entertainment — Van Nuys, California, United States
Senior Environment Artist (Titanfall)
Looking for a seasoned environment artist to build the future of Titanfall.

Respawn Entertainment — Van Nuys, California, United States
Senior Level Designer (Titanfall & Unannounced Title)
Searching for experienced level designers to build the future of Titanfall and an unannounced title.

Respawn Entertainment — Van Nuys, California, United States
Senior Systems Designer (Unannounced Title)
Searching for a bang-up systems designer who wants to work on an exciting new project.

Particle City — Los Angeles, California, United States
Senior Game Designer
Are you an expert in free-to-play collectible game economies? Can you design, implement and balance a top grossing game that provides millions of players with fun and engaging mobile PVP game play? We’ve been searching for you to help us create original games designed from the ground up, starting with Titanfall!

Laguna College of Art + Design — Laguna Beach, California, United States
Full-time Faculty in Game Art

Big Fish Games — Seattle, Washington, United States
UI Artist, Mobile Games

Insomniac Games — Burbank , California, United States
Combat Designer - Insomniac Games
We are looking for you- Combat Designers! Check this out!

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

Next Games — Helsinki, Finland
Senior Game Designer