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July 27, 2016
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July 27, 2016
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Video: Designing Sunset Overdrive for diverse protagonist genders/body types  
by Staff [07.27.16]
At GDC 2015, Insomniac's Adalbert Kinsey speaks to the tools Insomniac used to create a diverse array of character creation options in Sunset Overdrive, and the lessons they learned in the process.
Design, Console/PC, Video, Vault

Don't Miss: Boss battle design and structure 27
by Mike Stout [07.27.16]
Designer Mike Stout breaks down the boss battle into 8 beats, and runs 2 notable ones -- Ocarina of Time's Ganon and Portal's GladOS -- through a thorough design analysis in this timeless post.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Writing romances in (non-romance) games 5
by Gamasutra Community [07.27.16]
Ex-BioWare video game writer Alex Free (Star Wars: The Old Republic, Shadow Realms) explores the unique challenges writers face in creating meaningful romances for video games.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

At GDC Europe you'll see how The Witcher's living world was built  
by Staff [07.27.16]
At GDC Europe CD Projekt Red's Matthew Steinke will walk you through how the studio designed and developed The Witcher 3: Wild Hunt's remarkable open world.
Design, Programming, Console/PC, GDC Europe

Blog: Simple statistics for randomly positioning gameplay elements  
by Gamasutra Community [07.27.16]
Developer Ruben Torres looks at how to position specific gameplay elements in procedurally-generated levels.
Design

Video: Tips from Paradox on mixing history with game design  
by Staff [07.26.16]
At GDC 2016, Paradox Development Studio's Chris King shares solutions his studio has for bringing history into your game, while at the same time ensuring the game itself is fun and compelling to play.
Design, Console/PC, Indie, Video, Vault


Rogue-Lite Life Lessons  
by Josh Foreman [07.27.16]
How Rogue-Lites are making me a better person.
Design, Indie

This Week in Video Game Blogging: Being Public  
by Critical Distance [07.27.16]
This week, our partnership with games blogging curation site Critical Distance brings us picks from their Senior Curator Zoya Street on sport, pervasive games, and how we respond to the knowledge others are watching us.
Design, Social/Online, Smartphone/Tablet

Lessons From Our Launch Trailer for Poly Bridge  
by M. Joshua Cauller [07.27.16]
Our trailer for Poly Bridge turned out so well, we thought our process might help others with some Trailer Best Practices.
Business/Marketing, Design, Console/PC, Indie

Pokémon GO! – Fad or the Future?  
by Anil Das Gupta [07.27.16]
It's the mobile game taking the world by storm! But is Pokémon GO a fad, or the start of a trend in the industry? This is a teardown and deconstruct of the core mechanics and where Niantic go from here.
Business/Marketing, Design, Production, Social/Online, Smartphone/Tablet

Design Tips: In-Game Proportions and Scale  
by Yuriy Sivers [07.26.16]
Determining scale and proportions for characters and environment: a few tips for enhancing the look and feel of your game.
Design, Art, Social/Online, Smartphone/Tablet

The purpose of metrics in a game  
by Brian\'Psychochild\' Green [07.26.16]
Metrics were discussed by MMO developers, but it was the social game developers who took the idea and ran with it. How should a modern game designer work with metrics?
Design, Indie, Social/Online


Cold Iron Studios — Santa Clara, California, United States
[07.26.16]
Senior World / Level Builder
Cold Iron is seeking an experienced Senior Level Builder to join our world class team on our next AAA title for consoles and PC! As a Level Designer you bridge the gap between art and design, making the content and pacing of the game more enjoyable through layout with strong artistic sensibilities. Do you excel designing spaces that are as pleasing to look at as they are to play through? Join our creative, collaborative studio where you will help craft visually inspiring worlds and awesome gameplay environments.

Cold Iron Studios — Santa Clara, California, United States
[07.26.16]
Senior Visual Effects (VFX) Artist
Cold Iron is seeking an experienced Senior FX Artist to join our world class team on our next AAA title for consoles and PC! Are you excited about breathing life into characters, creatures, weapons, and environments through awesome visual effects? Do you excel at using your technical knowledge and art skills together to make FX that are as visually impressive as they are fast to render?  Do you love how a good visual effect can add that extra something special to an enemy ability, or make a weapon feel so much more fun and powerful? Join our creative, collaborative studio where you will craft visual effects that will help define the player experience.

Infinity Ward — Woodland Hills, California, United States
[07.26.16]
Senior Game Designer - MP Scripter
Senior Game Designer (Scripter for MP)

Infinity Ward — Woodland Hills, California, United States
[07.26.16]
Senior Game Designer - SP Scripter
Senior Game Designer (Scripter for SP)

Deep Silver Volition — Champaign, Illinois, United States
[07.26.16]
Senior Technical Artist


YAGER Development GmbH — Berlin, Germany
[07.26.16]
UI Artist (f/m)
UI Artist (f/m)

Sony Computer Entertainment Europe — Manchester, England, United Kingdom
[07.26.16]
Lead Level Designer
Based in Manchester in the North West of England, we are creating original games exclusively for Playstation's exciting new VR platform

Skydance Interactive — Marina del Rey, California, United States
[07.25.16]
Creative Director
CREATIVE DIRECTOR

Virtually Live — Seattle, Washington, United States
[07.25.16]
Senior Technical Animator


Industrial Light & Magic — San Francisco, California, United States
[07.25.16]
ILMxLAB Environment Artist
ILMxLAB is looking for an experienced Environment Artist to join our team in San Francisco, CA.