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February 9, 2016
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February 9, 2016
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Blog: How can eSports go mainstream? 2
by Gamasutra Community [02.09.16]
"eSports is essentially a spectator sport. So, for eSports to really explode, focus needs to change from the 'best-of-the-best' to the common competitor."
Design, Console/PC

Writing Firewatch, and capturing the beauty of being alone  
by Roy Graham [02.09.16]
"People go to Wyoming because theyíre captivated by the beauty and the aloneness. Growing up there creates a certain feeling inside you that you donít really get rid of for the rest of your life."
Design, Art, Console/PC, Indie

Road to the IGF: Garbos, Kvale and NystrŲm's Progress to 100  
by Phill Cameron [02.09.16]
"I completely stopped looking at an iPhone as a touch screen device and started looking at it as a magic little box full of possibilities."
Design, Production, Art, Indie, Smartphone/Tablet, IGF, Video

Don't Miss: Designing for choice and exploration in Firewatch 1
by Staff [02.08.16]
Campo Santo team members Nels Anderson and Jake Rodkin speak at length about how Firewatch is being designed to tell a story and allow meaningful player exploration/choice -- without combat.
Design, Console/PC, Indie, Video, Vault

Daigo 'The Beast' Umehara gets nostalgic on Street Fighter II's 25th anniversary  
by Chris Baker [02.08.16]
"Street Fighter II†enthralled me just as it did to so many others. If there had been no†SF2, I would not have been here today as a pro gamer."
Business/Marketing, Design, Console/PC, History

Short vs. long-term progression in game design  
by Gamasutra Community [02.08.16]
How do you keep players interested? "Combining both short and long-term progression provides the best combination of progression models to keep someone engaged in your title."
Design, Console/PC, Indie


Designing Interactive Story (PART THREE)  
by Greg Johnson [02.08.16]
This is the third post in a 6-part series on Designing for Interactive Story. You can find Part 1 here and Part 2 here.
Design, Console/PC, Indie, VR

Pony Island and the Horror of Social Anxiety 2
by Sean May [02.08.16]
A short description of a sequence in Pony Island that transcended usual metafictional tropes to become something truly terrifying.
Design, Indie

A Difference of Difficult Progression in Game Design  
by Josh Bycer [02.08.16]
Today's post looks at the different progression models of two of the hardest games recently, and how the philosophies differ to create two unique experiences.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

Virtual Reality: A Focus on Focus.  
by Freddi Jeffries [02.08.16]
The second in my Virtual Reality blog series!
Design, Programming, Production, Smartphone/Tablet, VR

Your game's trailer isn't for you!  
by M. Joshua Cauller [02.08.16]
Your game isnít for you ó itís for the players. Thereís a magical transition the moment the controller hits a playerís hands: the game becomes theirs. This is also true the moment a player sees your trailer. Hopefully.
Business/Marketing, Design, Indie

Building 37: A look at our in game journals & menus 1
by Alex Dvorak [02.08.16]
A post explaining how we here at Two Hat Games are handling our in game menu system for Building 37.
Design, Console/PC


Insomniac Games — Burbank, California, United States
[02.08.16]
Senior Designer
Insomniac Games is looking for a talented Sr Designer to come join us!!

Dark Rift Entertainment — Irvine, California, United States
[02.08.16]
UI / UX Designer
UI Artist / Designer

Respawn Entertainment — Van Nuys, California, United States
[02.08.16]
VFX Artist (Titanfall & Unannounced Title)
Looking for a skilled VFX artist for both Titanfall and an unannounced title.

Respawn Entertainment — Van Nuys, California, United States
[02.08.16]
Senior Level Designer (Titanfall & Unannounced Title)
Searching for experienced level designers to build the future of Titanfall and an unannounced title.

Respawn Entertainment — Van Nuys, California, United States
[02.08.16]
Senior Systems Designer (Unannounced Title)
Searching for a bang-up systems designer who wants to work on an exciting new project.

PerBlue — Madison, Wisconsin, United States
[02.08.16]
Executive Producer
PerBlue is looking for a talented Executive Producer (Product Owner) to join our team. We make massively multiplayer, free-to-play mobile games played by millions of people around the world. The Product Owner role, similar to a Senior or Executive Producer, involves leading a game team. You’ll work directly with our Chief Product Officer, overseeing all aspects of the game’s development and/or operations.

Age of Learning, Inc. — Glendale, California, United States
[02.08.16]
Graphic Designer, Games


Age of Learning, Inc. — Glendale , California, United States
[02.08.16]
Illustrator, Games


Age of Learning, Inc. — Glendale, California, United States
[02.05.16]
Game Designer


Age of Learning, Inc. — Glendale , California, United States
[02.05.16]
Sr. UX Designer