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September 25, 2016
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September 25, 2016
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Don't Miss: 20 Atari games every designer should play 10
by John Harris [09.23.16]
Check out this classic 2008 feature from Gamasutra about 20 timeless Atari games showcasing intriguing mechanics or design decisions that modern game developers should study and learn from.
Design, Console/PC

Open the pod bay doors and join us for a developer stream of Event[0]  
by Staff [09.23.16]
I can’t let you do that Dave. But I can let you join us for a stream of Event[0] today at 3PM EST on our new Twitch channel, where we'll be interviewing the developers of the new AI conversation game.
Design, Console/PC, Video

Get expert advice on implementing great VR hand-tracking at VRDC  
by Staff [09.23.16]
Veteran game developer Matt Newport is now chief technology officer at VR firm Osso VR, and at VRDC he'll be running down the finer points of great, accurate hand-tracking in VR game and experiences.
Design

PR crises and insecure AI: This week in video game blogging  
by Gamasutra Community [09.23.16]
This week, guest curator Taylor Hidalgo brings together some developers' perspectives shared in the world of games blogging.
Design, Production

Blog: Building MMO communities using economics 3
by Gamasutra Community [09.23.16]
"Community is something of a mystical beast hunted by game studios around the globe. In this article I show how and why economics is the right tool to build the desired community."
Business/Marketing, Design

Beyond the sea: Devs look back at the influential BioShock 2  
by Bryant Francis [09.23.16]
We caught up with some of the developers from BioShock 2 for lessons and memories from the game's development.
Design, Programming, Production, Console/PC, Video


A Very Long Post About How to Become a Creator.  
by Jeff Vogel [09.23.16]
My advice for young people who want to become creators of video games (or any other craft, really), based on my 20+ years in the wilderness of the industry. It is advice in a blog post and therefore to be considered dubious until proven otherwise.
Design, Programming, Serious, Indie

Quick memories of BioShock development from lead programmer Christopher Kline  
by Bryant Francis [09.23.16]
Christopher Kline was almost able to join us last week for our Twitch stream of BioShock, but couldn't quite make it due to a scheduling conflict. He was kind enough to share a few memories of his work on the game.
Design, Console/PC

On Real-time Stories 2
by Jason Bakker [09.23.16]
Our team is creating a game that is best defined as a real-time story. In this post I cover what a real-time story is, talk about our main influences - The Last Express and Sleep No More - and discuss the design constraints we've chosen for the game.
Design

Money Emergence in Video Game Worlds  
by Matthew McCaffrey [09.23.16]
It wasn’t so long ago that the idea of an “in-game economy” was little more than a hopeful metaphor, but today, many games feature intricate and evolving marketplaces.
Business/Marketing, Design, Production, Serious

Rest in Jelly August Devlog  
by Marc Marfa [09.23.16]
August is a complex month, half of the country stops, part of the team took a break, but Rest in Jelly’s development continued. From aesthetics enhancements to new features for the new worlds of the game.
Audio, Design, Programming, Production, Art, Indie

3 Elements That Every Great Boss Fight Needs  
by Josh Bycer [09.22.16]
Good boss design is a tricky part of game design and balance, and today's post looks at three key traits that are a part of the best fights.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR


Age of Learning, Inc. — Glendale, California, United States
[09.23.16]
Senior Visual Interaction Designer


Sony PlayStation — Playa Vista, California, United States
[09.22.16]
Senior Animation & Narrative Manager
Senior Animation & Narrative Manager

Double Fine Productions — San Francisco, California, United States
[09.22.16]
Lead Animator
Double Fine Productions is currently looking for a highly experienced Lead Animator to join our team and contribute to Psychonauts 2!

InnoGames GmbH — Dusseldorf, Germany
[09.22.16]
Game Designer for a new Mobile Game - Duesseldorf (f/m)


Deluxe Entertainment Services Group — Hollywood, California, United States
[09.21.16]
3ds Max FX Artist


Deluxe Entertainment Services Group — Burbank, California, United States
[09.21.16]
Character Modeler


Deluxe Entertainment Services Group — Hollywood, California, United States
[09.21.16]
CG Supervisor


Skydance Interactive — 90292, California, United States
[09.21.16]
VFX Artist
VFX Artist

Skydance Interactive — Marina Del Rey, California, United States
[09.21.16]
UI/UX Artist
UI/UX Artist

[x]cube LABS — Dallas , Texas, United States
[09.21.16]
Game Designer