Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases
October 9, 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 6
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 7
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' 18
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.

A former mentor recalls the early career of Satoru Iwata  
by John Andersen [10.09.15]
'Iwata was a so-called otaku,' recalls Yash Terakura, who mentored Satoru Iwata when he was a college kid eager to learn more about computers. 'Of course, we did not have that term at that time.'
Design, Programming, Production, Console/PC, History

Don't Miss: An inside look at how Valve developed Portal 7
by Staff [10.08.15]
Erik Wolpaw, Kim Swift & Jeep Barnett explain how and why Valve managed to create its seminal Portal puzzle game in this classic feature reprinted from a 2008 issue of Game Developer Magazine.
Audio, Design, Programming, Production, Art, Console/PC

Creating joy: How Butt Sniffin Pugs came to life 1
by Gamasutra Community [10.08.15]
"If we could catalyze a multiplayer experience that revolved around joy, not only would it be memorable, but it would be fulfilling for us as developers! What better way to feel good about your game?"
Design, Production, Indie

“Line the Pipes!” or Testing Your Mechanics for Flow  
by Phil Strahl [10.08.15]
A short introduction to "flow" and its relationship to core mechanics plus my own trick of testing your own game for flow.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

‘Reason, depth and personality, or: the people in my head!’ - writing characters for games  
by Daniel Hunter-Dowsing [10.08.15]
An analysis and reflection of the elements of character development in game storytelling using Salvaged as a reference point.
Design, Console/PC, Serious, Indie, Smartphone/Tablet

The Making of Dead In Bermuda: From Game Idea to an Epic Story  
by Daryna Dorogan [10.08.15]
Following the great success of Dead In Bermuda which has been released this August, Outsoft spoke to Matthieu Richez, Game Designer and Director of CCCP on his approach to beautiful design and secrets on overcoming hardships during the development.
Audio, Business/Marketing, Design, Programming, Production, Art, Serious, Indie, Social/Online

The secret to designing the perfect level?  
by Yowan Langlais [10.07.15]
Using rules, grid, "actions", time, trial, error, modifications, improvements, doing things differently, bad decisions, starting all over, and more to design the levels of Toto Temple Deluxe!
Design, Production, Console/PC, Indie

Making of Super Mega Baseball No.3 – Naivety  
by Liane Howill [10.07.15]
This is the third post in a series about the making of Super Mega Baseball. It covers the initial plans for the game, the first development that was done, and how naive the guys really were.
Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Amazon — Seattle, Washington, United States
Senior Level Designer, Amazon Game Studios

SEGA Networks (Demiurge Studios, Inc.) — Boston , Massachusetts, United States
Senior Game Designer

YAGER Development GmbH — Berlin, Germany
Game Designer for live service (f/m)
YAGER is currently seeking a talented and experienced Game Systems Designer to join our pre-production team of yet unannounced title. Join us in shaping the direction of the project as a driving force in Systems Design and push the boundaries to deliver a unique user experience. WeÂ’re looking for people who love the idea of working together in interdisciplinary teams within a flat hierarchy and a fast-paced and professional environment.

PlayRaven — Helsinki, Finland

Seasun Games — Redwood City, California, United States
Lead Writer - Job Description

Seasun Games — Redwood City, California, United States
Sr. Character Concept Artist

Autodesk — Greenbelt, Maryland, United States
Mobile Software Engineer – Autodesk Games Solutions
Autodesk is looking for an experienced mobile software enginee

Hi-Rez Studios — Alpharetta, Georgia, United States
UI/UX Deisgner
Hi-Rez Studios is looking to hire an experienced UI/UX Designer to work at our studio in Alpharetta, Georgia. Come join the creator of the critically acclaimed SMITE, Tribes: Ascend, and Global Agenda as we embark on exciting new game projects! We are looking for an exceptional User Interface Artist who wants be a part of a close-knit and fast-paced development team. This person will work directly with the director, programmers, and designers to create groundbreaking user interface designs with our game. We are interested in experienced candidates with high levels of creative energy and passion for creating amazing artwork.

Loot Crate — Los Angeles, California, United States
Lead Game Designer
Lead Mobile Game Designer

Insomniac Games — Burbank, California, United States
Senior UX Designer
Insomniac Games is looking for a Senior UX Desginer