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September 30, 2014
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September 30, 2014
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Game Design Deep Dive: Amnesia's 'Sanity Meter' 15
by Thomas Grip [08.27.14]
Amnesia: The Dark Descent's "sanity meter" feature was born out of darkness. Creative director Thomas Grip explains the evolution of the meter's design.

The Blue Shell and its Discontents 40
by Ian Bogost [05.30.14]
As the latest Mario Kart hitting store shelves this week, author, professor and game developer Ian Bogost draws lessons from the franchise's most (in)famous item.

Postmortem: The Chinese Room's Amnesia: A Machine for Pigs 22
by Peter Howell [05.23.14]
A look back at the development of Amnesia: A Machine for Pigs from the perspective of The Chinese Room, and which focuses on not just its development but the collaboration with series creator Frictional Games.
Design, Postmortem, Production, Console/PC, Indie

'Roguelikes': Getting to the heart of the it-genre 18
by Christian Nutt [05.21.14]
Over the last year, the roguelike has become the it-genre. Gamasutra speaks to developers to get to the heart of its appeal.
Business/Marketing, Design, Interview, Console/PC, Smartphone/Tablet

The ups and downs of doing online multiplayer as an indie 11
by Mike Rose [05.12.14]
Including online multiplayer is a difficult task, particularly for small teams. We speak to indies who've been in the trenches to get their take.
Design, Indie

Blog: What indie developers can learn from The Making of Karateka  
by Gamasutra Community [09.30.14]
"The parallels in The Making Of Karateka to developing indie games today are uncanny. For me, reading it was an experience of universal truth, validation, and exhilaration at the unfolding story of struggle and success."
Design, Production, Console/PC, Indie

Don't Miss: The very good reasons for Bennett Foddy's mad Speed Chess Exclusive 3
by Leigh Alexander [09.29.14]
"I hate chess," independent game developer Bennett Foddy tells Gamasutra. "It focuses heavily on three things I am bad at: thinking ahead, book learning, and waiting for a really long time."
Design, Console/PC, Indie, Exclusive

This Week in Video Game Criticism: Into the Loot Cave of Destiny  
by Zach Alexander [09.29.14]
This week, our partnership with game criticism site Critical Distance brings us picks from Zach Alexander on topics ranging from the danger of stereotypes to the Loot Cave of Destiny.
Design, Console/PC, Indie, Social/Online

Exploring the Expanding Game Industry Demographics  
by Ulyana Chernyak [09.29.14]
The last four years have been marked by the rise of social and F2P games and their impact on the game market. Today's post examines why demographics are changing.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

You Don’t Have to Build Alone  
by James Cox [09.29.14]
When making games, you seldom do it alone. Even if you are the only one actually working on the game, the support from your development commune is priceless. This post recalls how it took me 2 years to figure that out and why you should get involved now.
Design, Programming, Console/PC, Indie, Social/Online

52,000 buildings, 60 frames per second  
by James Hicks [09.29.14]
James explains how Ascent: The Space Game's new colony engine can handle giant cities without skipping a beat.
Design, Programming, Console/PC, Indie

5 Things I Learned From XCOM  
by Wesley Rockholz [09.29.14]
5 things I learned about game design after playing XCOM: Enemy Unknown.
Design, Console/PC, Smartphone/Tablet

MOBA introduction and analysis  
by DUTERTRE Simon [09.29.14]
A beginner guide to MOBAs and a simple analysis of the gameplay choices
Design, Console/PC, Social/Online

Raven Software / Activision — Madison, Wisconsin, United States
Lead Engineer - Raven
See job description.

Trendy Entertainment — Gainesville, Florida, United States
Tools Programmer

Respawn Entertainment — San Fernando Valley, California, United States
Senior Systems Designer
Respawn is seeking a Senior Systems Designer to embrace and contribute to the project vision, specifically in the areas of hero control/mechanics, enemy design, AI behaviors, combat/weapons, class design, skills/progression, story, and boss encounters.

College for Creative Studies — Detroit, Michigan, United States
Game Design Faculty

College for Creative Studies — Detroit, Michigan, United States
Chair of Entertainment Arts

Topalsson GmbH & Co KG — Munich, Germany

Blizzard Entertainment — Irvine, California, United States
Art Director - World of Warcraft
The art director role requires you to ignite others both as a leader and as an artist.

Trendy Entertainment — Gainesville, Florida, United States
Development Director

University of Baltimore — Baltimore, Maryland, United States
Tenure-Track Assistant Professor, Simulation and Digital Entertainment

Digital Extremes — LONDON, Ontario, Canada