Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 19, 2015
arrowPress Releases
April 19, 2015
PR Newswire
View All
View All     Submit Event

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

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 10
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' 16
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.

Towerfall Ascension, and what character choices mean to players 6
by Christian Nutt [04.17.15]
A look at Towerfall Ascension's diverse but mechanically indistinguishable roster, and why player choice matters -- including some observations from developer Matt Thorson.
Design, Art, Console/PC, Indie

Video: How BioWare built enough content to fill The Old Republic  
by Staff [04.17.15]
At GDC Online 2011, BioWare's Georg Zoeller uses Star Wars: The Old Republic to explain how spatial analysis can be used to support a rapid content iteration process during the late stages of MMO development.
Design, Production, Console/PC, Social/Online, Video, Vault

A Tale of Tales on the politics and interior design of Sunset  
by Konstantinos Dimopoulos [04.17.15]
Longtime indie developer Auriea Harvey speaks to our sister site about the design, goals and politics of Tale of Tales' upcoming first-person game Sunset.
Design, Production, Art, Console/PC, Indie

The Four Horsemen Of VR  
by Simon Carless [04.17.15]
I wanted to use the idea of gradually advancing, uh, harbingers for virtual reality, now that I've tried four or five VR systems with games, movies, and apps. Which will win - and which needs to?
Business/Marketing, Design, Console/PC, Smartphone/Tablet, VR

On Towerfall Ascension's approach to characters 6
by Christian Nutt [04.17.15]
On Towerfall Ascension's diverse but mechanically indistinguishable roster, and why player choice matters.
Design, Art, Console/PC

How to write an adventure game with just one ending  
by Wes Platt [04.17.15]
In designing Knee Deep for Prologue Games, I wanted to focus less on puzzles and pixel hunts, more on letting players shape their character narratives.
Design, Console/PC, Indie

A Jedi Saga 9
by Raph Koster [04.17.15]
Star Wars Galaxies has been controversial for years thanks to a series of design decisions made both before and after launch. Among these was how Jedis were handled. Here's the design postmortem!
Design, Console/PC, Social/Online

Tears for Spheres: Developing "Grudgeball" in the year everything changed  
by Guillermo Crespi [04.17.15]
HeavyBoat is a game development company from Argentina. This is the story behind "Grudgeball", one of our latest collaborations with Cartoon Network, and how the business risks HeavyBoat took during that year made it our most difficult period to date.
Design, Production, Serious, Smartphone/Tablet

PlayRaven — Helsinki, Finland
Senior Game Designer

Limbic — San Francisco, California, United States
Senior Game Designer
We’re looking for a Senior Game Designer for an undisclosed mid/hardcore 3D social mobile game. The ideal candidate has strong experience and knowledge in mobile game design, MMOs and virtual-goods based business models.

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

Nordeus — Belgrade, Serbia
Lead System Game Designer

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

Machine Zone Germany GmbH — Hamburg, Germany
Technical Artist (m/f)
Machine Zone Germany is seeking a highly skilled technical artist to join our art team. The technical Artist will work closely with the tools engineers and artists to optimize and deliver in-game features and content. We are looking for self-starting, technically driven artists who are passionate about solving thorny problems and making their team more productive. You must feel at home writing scripts, working with custom tools and have experience with every aspect of game art pipelines (modeling, texture/UV mapping, animation, rigging, shaders, particle systems, 3D engines and standard art software). If you are interested in assist in the creation of unforgettable content and gameplay experiences that will engage millions of players for hours on end. Then don’t think twice and apply now! MachineZone games will be seen by tens of millions of global players in the future. This is your chance to leave your legacy and be part of gaming history!

Machine Zone Germany GmbH — Hamburg, Germany
3D - Artist Modeler/Animator (m/f)
Machine Zone Germany is seeking a highly skilled 3D Artist to join our art team. The 3D Artist is an integral part of the Machine Zone Germany Art team and should be an expert in Maya 3D texturing with hands on experience as a Character modeler with familiarity in character rig setups for animation keying. Past experience should be at least 4 years as a 3D Artist / generalist with one AAA game for mobile or console as a 3D Artist.MachineZone games will be seen by tens of millions of global players in the future. This is your chance to leave your legacy and be part of gaming history!

Machine Zone Germany GmbH — Hamburg, Germany
Senior Software Engineer Tools (m/f)
Machine Zone Germany GmbH is seeking a highly skilled and motivated Senior Software Engineer Tools to join our team. Qualified candidates will be responsible for writing C++ Code to provide a flexible tool chain that our Game Engine Developer can easily customize to meet the needs of their individual features. Qualified candidates must be proficient in writing highly optimized, extensible and maintainable code under aggressive deadlines. Are you a passionate and smart person, who loves to solve challenges in appropriate time? Do you enjoy mathematics and the logic behind it? Then don’t think twice and apply now!

Infinity Ward / Activision — Woodland Hills, California, United States
Lead Game Designer (Builder - MP) - Infinity Ward
We are currently seeking an experienced Lead Game 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!

Demiurge Studios — Cambridge, Massachusetts, United States
Lead Systems Designer