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March 5, 2015
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March 5, 2015
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Postmortem: Pinball-RPG hybrid Rollers of the Realm 5
by Sean Thompson, Tony Walsh, Ericka Evans, David Evans [12.31.14]
What happens when an indie studio pulls in triple-A talent to make a game with a really weird twist? This postmortem covers the development of pinball/RPG hybrid Rollers of the Realm.
Design, Postmortem, Console/PC, Indie

Best of 2014: Gamasutra's Top Games of the Year 9
by Christian Nutt, Brandon Sheffield, Kris Graft, Alex Wawro, Leigh Alexander, Phill Cameron [12.22.14]
Making a definitive "best of" is impossible, thanks to the diversity of games out there. But Gamasutra's small staff, naturally, played a whole lot of games this year, and we all have strong opinions about the ones we loved.
Design, Console/PC, Smartphone/Tablet, Mobile Games

Q&A: New AAA studio from 2K Games all about players' stories 6
by Christian Nutt [12.04.14]
Today, 2K Games announced the formation of a new internal studio, Hangar 13, lead up by Haden Blackman. This brand new interview delves into how he hopes to push the boundaries of triple-A game development.
Design, Interview, Console/PC

Rebooting the world's first MMORPG: A Habitat story 2
by Chris Barylick [10.06.14]
Recently, the original creators of the world's first massively multiplayer online role-playing game got together with other game developers to bring a history to the present.
Design, Social/Online, History

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.
Design


One Life Left vs. Gamasutra Podcast #1: Pipelines 'n' Tubes Exclusive  
by Staff [03.05.15]
Guests from Naughty Dog, Campo Santo, Vlambeer, Undead Labs, and much more join One Life Left and Gamasutra for fun stuff, smart stuff, and random stuff from GDC 2015.
Audio, Exclusive, GDC, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, Podcast

Don't Miss: A Game Design Deep Dive into Amnesia's 'Sanity Meter' 15
by Thomas Grip [03.05.15]
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.
Design, Console/PC

Being smart, being stupid with Hitman Go's design  
by Kris Graft [03.05.15]
At Game Developers Conference 2015, Daniel Lutz, game director at Square Enix Montreal, explained how designing with constraints in mind helped lead to the success of the stealthy mobile game Hitman Go.
Design, Smartphone/Tablet, GDC


Angels, Devils, and Boomsticks: The Making of Demons with Shotguns - Preview  
by David Craddock [03.04.15]
Author David L. Craddock presents an excerpt from "Angels, Devils, and Boomsticks," the first story to be serialized in Episodic Content, a new serial webzine that publishes stories about the making of games and those who make them.
Design, Indie

2D art team: How to manage level background assets 1
by Junxue Li [03.04.15]
This article is for background art production of 2D games. It deals with 2D & 3D assets management. It would help you save troubles when you need to edit, and reuse the graphics.
Design, Art, Console/PC, Social/Online, Smartphone/Tablet

Discipline not Motivation.  
by Seventeen Uncles [03.04.15]
Motivation is fickle & unreliable, Discipline is a trained skill. Discipline leads to results.
Audio, Design, Programming, Production, Art, Console/PC, Indie

Breaking In: Part 1 14
by Harrison Pink [03.03.15]
In Part One of a two part series on getting into the game industry, I describe my own personal path into games, as well as clear up some common misconceptions about being a professional game designer. Part Two will arrive next week.
Design, Console/PC

"But It's Not Historically Accurate!" - Diversity in Elsinore 45
by Katie Chironis [03.02.15]
When it comes to including more diversity within historical casts of characters, creators often fall behind the defense that "white casts are historically accurate." Here are some ways an indie team dismantled that myth.
Design, Indie


Penn State Erie, The Behrend College — Erie, Pennsylvania, United States
[03.05.15]
GAME Development Faculty Position
Game Development Faculty Position

Deep Silver Volition — Champaign, Illinois, United States
[03.05.15]
Player Investment Systems Designer


Shiver Entertainment — South Miami, Florida, United States
[03.05.15]
Senior VFX Artist | Sr FX Artist
Senior Visual Effect Artist - 5+ years experience as a professional FX Artist for game development | 3D graphics, particle systems, physics, ribbons, shaders | special FX textures from scratch matching and established style

Bigpoint — Berlin, Germany
[03.05.15]
Senior Game Designer (m/f) - Berlin - 3526


Infinity Ward / Activision — Woodland Hills, California, United States
[03.05.15]
Lead Game Designer (Builder - MP) - Infinity Ward
We are currently seeking an experienced Lead Multiplayer Level Designer to work on our new FPS. Previous experience leading a highly talented team of multi-player focused designers while also providing a portfolio heavy on MP: FPS game and level design work is paramount. If you live for kick-ass MP gaming, can motivate a team, and have shipped AAA titles with awesome design aesthetics, then we are looking for you! Must provide examples of prior work including: design documentation, screenshots, level meshes, and/or playable samples of your best work (refer us to work in published games)

Zindagi_Games — Camarillo, California, United States
[03.04.15]
Mobile Game Designer
Zindagi Games is looking for Mobile Game Designers!

Honey Vision — Los Angeles, California, United States
[03.04.15]
Artist


Bellevue College — Bellevue, Washington, United States
[03.04.15]
Digital Media Arts, Full-Time Tenure-Track Faculty #014100


Nordeus — Belgrade, Serbia
[03.04.15]
Lead Game Designer


Respawn Entertainment — Van Nuys, California, United States
[03.03.15]
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.