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January 24, 2015
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January 24, 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


'If you had to pick one game for aspiring devs to study, what would it be?' 5
by Christian Nutt [01.23.15]
What game teaches you the lessons you need to know to make games? What game really matters -- and why does it matter? We asked our followers.
Design, Console/PC, Indie

Numbers in games: What they say about us 9
by Gamasutra Community [01.23.15]
"Clearly I seem to be drawn to games about numbers going up. But the truth of the matter is the numbers in games mean things -- they represent complex systems, whether ecosystems, economies or relationships."
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Removing the bottleneck: Programming a dynamic event system 2
by Gamasutra Community [01.23.15]
"By breaking the game into simple event sequences, we're able to build a robust system that allows anyone on the team to use a drag and drop UI to implement a vast array of content instead of requesting coding time."
Design, Programming, Console/PC, Indie


Postmortem: Starpoint Gemini 2 – Living the dream…  
by Mario Mihokovic [01.23.15]
Dust settled down a little bit, we have survived a crunch time and killer release...what did we learn already?
Design, Programming, Production, Console/PC, Indie

Service Providers (aka Freelancers, Contractors, Consultants) don't work for free!  
by Sean R Scott [01.22.15]
This blog post discusses the difference in looking for partners vs service providers and how to approach service providers with a low budget.
Audio, Business/Marketing, Design, Programming, Production, Art, Indie

The Itch - A Consistent Design  
by Valentina Chrysostomou [01.22.15]
Designing games and making all things work perfectly with one another to create a coherent experience.
Design

DIABLO III REAPER OF SOULS RECIEVES A NEW UPDATE AND BRINGS SEASON CHANGES  
by Rey Mangana [01.22.15]
This new update, named 2.1.2, is set to provide numerous fixes and additions to your Diablo III: Reaper of Souls experience, but another main reason for creating it was that the first Season is close to an end, as the experience will finish on February 3.
Business/Marketing, Design, Programming, Production, Art

A Narrative Dream... The Unfinished Swan Part III - Motivation  
by Eric Guadara [01.22.15]
Themes, allusions, and symbols are plentiful in TUS, emphasizing the natural wonderment felt by the player and bolstering the experience with rich content. I've chosen to break up my writings into chapters to parallel the game's structure/narrative.
Design, Art, Console/PC, Indie


Shiver Entertainment — Miami, Florida, United States
[01.23.15]
Executive Producer
Executive Producer

Cloud Imperium Games — Santa Monica, California, United States
[01.23.15]
Production Designer


Crystal Dynamics — Redwood City, California, United States
[01.23.15]
Senior Environment Artist


InnoGames GmbH — Hamburg, Germany
[01.23.15]
UI / 2D Artist (m/f)
UI / 2D Artist (m/f)

Monolith Productions — Kirkland, Washington, United States
[01.23.15]
Lead Designer, Missions
Monolith Productions seeks a Lead Mission Designer who will be responsible for working with the development team, with a focus on the design, implementation, and scripting of Missions.

Monolith Productions — Kirkland, Washington, United States
[01.23.15]
Lead Designer, World
WB Games Inc. seeks a Lead Designer, World who will be responsible for working with the design, environment art, and technical art team to define level construction standards, metrics and best practices.

InnoGames GmbH — Hamburg, Germany
[01.23.15]
Game Designer / Story Writer (m/f)
Game Designer / Story Writer (m/f)

ESI Design — New York, New York, United States
[01.22.15]
Server Side Game Developer


BattleCry Studios — Austin, Texas, United States
[01.22.15]
Lead Concept Artist
BattleCry Studios, the newest ZeniMax studio in Austin, is seeking a talented Lead Concept Artist for recently announced title, BATTLECRY.

BattleCry Studios — Austin, Texas, United States
[01.22.15]
Contract Motion Graphics Specialist
BattleCry Studios, the newest ZeniMax studio in Austin, is seeking a talented Contract Motion Graphics Specialist to work closely with our art department in the creation of motion comics, trailer videos, marketing videos, and training videos for use both in-game and on the web.