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May 30, 2016
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May 30, 2016
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#SelfieTennis Q&A: Mixing goofiness, bloodlust, sports, and unicorns  
by Joel Couture [05.30.16]
#SelfieTennis is a VR room-scale game for the HTC Vive. Also, it's completely insane. We spoke to Julie Heyde of the studio VRUnicorns about the making of the game.
Design, Production, Indie, Video

Don't Miss: John Romero and Tom Hall recount the making of Doom 10
by Staff [05.27.16]
In this timeless video postmortem, designers John Romero and Tom Hall share their stories of developing id Software's seminal '90s first-person shooter Doom.
Audio, Design, Programming, Production, Art, Console/PC

Rez's Mizuguchi reflects on his 'unorthodox' route into game dev  
by Alex Wawro [05.27.16]
"I wanted to make games with the future in mind," writes Tetsuya Mizuguchi in a new Edge feature. "The interviewer said to me: ‘You are kind of out there, but we could probably use someone like you.'"
Design, Console/PC, Indie

Breaking down the anatomy of a mission in a mobile action game  
by Gamasutra Community [05.27.16]
This is how Sticky Studios created a system that its designers could use to quickly create a wide variety of missions for The Man From U.N.C.L.E. game.
Design, Production, Smartphone/Tablet

Blog: Why I want more politics and economy in RPGs 12
by Gamasutra Community [05.27.16]
"I'm here to defend the inclusion of explicit politics, of actively debating issues that we face daily in our democratic coexistence. Especially in RPGs."
Design, Console/PC

Blog: 5 reasons why you want to quit Clash Royale 7
by Gamasutra Community [05.27.16]
"I'm burned out by Clash Royale and it seems that so are the people around me. Where it previously felt strategic and fun, it now feels random and frustrating."
Design, Smartphone/Tablet

How To Reduce Reworks During Video Game Development  
by Davi Vasc [05.27.16]
Save you and your game dev team a massive amount of time by taking steps to prevent rework requests.
Design, Production, Serious

6 Trailer tips: Don’t offend your audience—like Mighty No. 9 3
by M. Joshua Cauller [05.27.16]
Mighty No. 9’s latest trailer has over ten thousand dislikes—and for good reason. Let's learn from its mistakes.
Business/Marketing, Design, Console/PC, Indie

YouTuber / Streamer Outreach and the Importance of Starting Small  
by Richard Atlas [05.27.16]
In this post I talk about my experience reaching out to YouTubers and Streamers to play our game. We've managed to reach some of the biggest content creators and haven't paid a cent for it. Here are my ideas.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online

On the subject of being asked, and asking for help with a game.  
by Brittany Jackson [05.27.16]
We've all said our piece about the 'Exposure' machine when it comes to ideas and potential pay outs, but what about keeping friendships alive when projects and ideas come around? Here's what I've learned since joining the industry.
Business/Marketing, Design, Production, Serious, Indie

Designing Levels for Crashing  
by Antti Kananen [05.26.16]
Some thoughts and lessons about how Koukoi Games have approached level design for their 3D arena styled non-stop runner game Crashing Season.
Design, Programming, Art, Indie, Smartphone/Tablet

The Devil's in the Details: analyzing Doom's design elements and nuances 2
by Michel Sabbagh [05.26.16]
A game design article that closely analyzes the design aspects and nuances of id Software's successful Doom reboot.
Design, Console/PC

Planet3 — Washington, District of Columbia, United States
Lead UI/UX Designer

Respawn Entertainment — CHATSWORTH, California, United States
Camera Designer
Respawn is looking for a Camera Designer to contribute to a new 3rd person, action-adventure Star Wars TM game. The Camera Designer will design and oversee all elements of runtime camera systems. This is a rare opportunity to contribute to a beloved franchise with a talented and seasoned team.

Respawn Entertainment — CHATSWORTH, California, United States
Senior Systems Designer
Respawn is seeking a Senior Systems Designer to work on a new 3rd person, action-adventure Star Wars TM game. You will contribute to the project vision, specifically in the areas of hero control/mechanics, enemy design, AI behaviors, combat/weapons, class design, skills/progression, story, and boss encounters.

Respawn Entertainment — CHATSWORTH, California, United States
Level Designer
Respawn is seeking Senior Level Designers to embrace and contribute to a new 3rd person, action-adventure Star Wars TM game, breathing life into the gameplay world and helping define the moment to moment player experience.

Disruptor Beam — Framingham, Massachusetts, United States
UI/UX Designer

SYBO Games — Copenhagen, Denmark
Senior F2P Game Designer

Ferris State University — Big Rapids, Michigan, United States
Assistant Professor of Digital Animation Game Design

Ferris State University — Grand Rapids, Michigan, United States
Adjunct Instructor Level 3 Digital Animation & Game Design

Insomniac Games — Burbank, California, United States
Insomniac Games is looking for a Designer!

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