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August 29, 2014
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August 29, 2014
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Game Design Deep Dive: Amnesia's 'Sanity Meter' 14
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

The Blue Shell and its Discontents 40
by Ian Bogost [05.30.14]
As the latest Mario Kart hitting store shelves this week, author, professor and game developer Ian Bogost draws lessons from the franchise's most (in)famous item.
Design

Postmortem: The Chinese Room's Amnesia: A Machine for Pigs 22
by Peter Howell [05.23.14]
A look back at the development of Amnesia: A Machine for Pigs from the perspective of The Chinese Room, and which focuses on not just its development but the collaboration with series creator Frictional Games.
Design, Postmortem, Production, Console/PC, Indie

'Roguelikes': Getting to the heart of the it-genre 18
by Christian Nutt [05.21.14]
Over the last year, the roguelike has become the it-genre. Gamasutra speaks to developers to get to the heart of its appeal.
Business/Marketing, Design, Interview, Console/PC, Smartphone/Tablet

The ups and downs of doing online multiplayer as an indie 11
by Mike Rose [05.12.14]
Including online multiplayer is a difficult task, particularly for small teams. We speak to indies who've been in the trenches to get their take.
Design, Indie


Blizzard taps pro Hearthstone player to join its design team  
by Alex Wawro [08.29.14]
Competitive Hearthstone player Ryan Masterton announced this week that he is joining Blizzard's ranks as an associate designer who will be "looking out for the interests of the player."
Design, Console/PC, Smartphone/Tablet

Get a job: Sucker Punch seeks a Lead Mission Designer  
by Staff [08.29.14]
The house that built InFamous: Second Son is looking to hire an experienced mission designer to take a lead role alongside the team in Sucker Punch's Bellevue, WA studio.
Design, Production, Console/PC, Recruitment

Don't Miss: Valve's design process for creating Half-Life 6
by Ken Birdwell [08.29.14]
Valve engineer Ken Birdwell walks us through the "cabal" procedures that helped turn the company's initial, less than impressive version of Half-Life into a groundbreaking success
Audio, Design, Programming, Production, Art, Console/PC


Objective Game Review: Dominique Pamplemousse  
by Corvus Elrod [08.29.14]
The first of a short series of truly Objective Game Reviews in response to recent events within the video game enthusiast communities.
Audio, Design, Programming, Art, Console/PC, Indie, Social/Online, Smartphone/Tablet

Managing a Crowd-funded Budget  
by Ulyana Chernyak [08.28.14]
Crowd-funding has led to many developers and first timers managing their own budget. But making use of crowd-funding to fund a studio can be tricky and today's post examines the costs that must be considered.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

A Guide to Ending "Gamers" 20
by Devin Wilson [08.28.14]
Devin Wilson offers 18 weird tricks to bring about the end of "gamers". Conservative hatemongers hate him!
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Real time in game facial animation changes everything  
by Victor Didra [08.28.14]
Mixamo just announced the closed beta of real time in game facial animation via users webcams. This changes everything. Let's imagine the new opportunities.
Business/Marketing, Design, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

This Week in Archmage Rises: The Muse  
by Thomas Henshell [08.28.14]
Getting back into the game dev groove while life happens
Design, Programming, Production, Console/PC, Indie


GREE International — Vancouver, British Columbia, Canada
[08.29.14]
Senior Game Designer
Senior Game Designer

SAE Institute — San Jose, California, United States
[08.29.14]
User Interface Design Instructor


SAE Institute — San Jose, California, United States
[08.29.14]
Compositing Instructor


Bigpoint GmbH — Berlin, Germany
[08.29.14]
Lead Game Designer
Bigpoint is looking for an Senior Game Designer to work on our next free to play strategy MMO in Berlin. We are taking AAA quality to the browser, with an exciting and globally popular IP. We will take online strategy gaming to the next level.

Bigpoint — Hamburg, Germany
[08.29.14]
Game Designer - Strategy MMO (m/f)
Bigpoint is looking for a Game Designer to work on our next free to play strategy MMO. We are taking AAA quality to the browser, with an exciting and globally popular IP. We will take online strategy...

Sucker Punch Productions — Bellevue, Washington, United States
[08.28.14]
Lead Mission Designer


Sucker Punch Productions — Bellevue, Washington, United States
[08.28.14]
Environment Art Lead
Environment Art Lead

Digital Extremes — LONDON, Ontario, Canada
[08.28.14]
UI ARTIST/DESIGNER


HitPoint Inc. — Amherst, Massachusetts, United States
[08.28.14]
Senior Game Designer


Gameloft — Seattle, Washington, United States
[08.28.14]
Creative Director
Mobile games dominator Gameloft, worldwide publisher of mobile and social games,is looking for a Creative Director to start a new studio in Seattle.