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November 26, 2014
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November 26, 2014
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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' 15
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.

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.

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 17
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

Fight toxic online behavior with insight from Riot at GDC 2015  
by Staff [11.26.14]
Riot's social systems expert Dr. Jeffrey Lin returns to GDC 2015 in March to share data that will help you meet the challenge of designing your games to inhibit toxic online player behavior.
Design, Console/PC, GDC

Positively horrifying 2
by Gamasutra Community [11.26.14]
"The horror fan wants blood because the horror fan is bleeding. The horror fan wants Isolation because the horror fan only knows isolation."
Design, Console/PC

How important is 'clean' gameplay? 2
by Gamasutra Community [11.26.14]
"Once the gameplay became looser, the level of tuning required to make the game feel good changed, and it diluted the fundamental requirements for making jump and shoot gameplay as pristine as possible."
Design, Console/PC, Indie

The Perception of Characters and their Impact on Narrative  
by Josh Bycer [11.25.14]
The main character in any video game can impact how the title is perceived by the gamer and for today's post, we're going to look at some common archetypes for game writing and what they do to the perception of the story.
Business/Marketing, Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Translating the Bartle Test to the F2P Market  
by Ulyana Chernyak [11.25.14]
Today's post takes the Bartle Test which was used to describe MMO player mindsets and see if it can be translated to the F2P/Social market.
Business/Marketing, Design, Production, Social/Online, Smartphone/Tablet

How Important is "Clean" Gameplay? 2
by Keaton White [11.25.14]
What makes gameplay clean or unclean? How necessary is clean gameplay to player enjoyment? Come explore these questions based on a conversation with a veteran Capcom designer.
Design, Console/PC, Indie

How facial expressions were made in Y2K  
by Cassandra Khaw [11.25.14]
Cross-posted dev blog on the creation of facial animation in the upcoming JRPG Y2K, as well as the inspirations behind it.
Design, Art, Console/PC, Indie

Quality of Life in Subterfuge  
by ron carmel [11.24.14]
One of our design pillars in the development of Subterfuge is respecting players' time. In this post, I will discuss why this is important to us, and some of the design choices we've made to support this goal.
Design, Indie, Social/Online, Smartphone/Tablet

Sparx — Exeter, England, United Kingdom
Games Developer
As a Senior Games Developer at Sparx, you’ll be the one that makes work look like play. Your one mission is to make learning as awesome, fun and addictive as possible. You’ll use your flair for making great games to get young people motivated and loving learning and, as a result, truly transform their futures.

Boxi Interactive — Encino, California, United States
Lead Game Designer

Obsidian Entertainment — Irvine, California, United States
UI/UX Designer

Avalanche Studios — New York, New York, United States
Vehicle Designer

Avalanche Studios — New York, New York, United States
UI Artist/Designer

Uproar Studios — San Francisco, California, United States
Senior Game Designer

Nonstop Games — Singapore, Singapore
Senior 2D Game Artist
Game art is your life and you love everything about it!

Nonstop Games — Singapore, Singapore
Senior Game Designer
If you wore a badge to work, it would read ‘Ambassador of Fun’. Because that’s what you are, always thinking about how to thrill gamers and ensure they come back for more

Nonstop Games — Singapore, Singapore
Art Director
Awesome artist, confident leader, creative coach. In six words, that’s who you’ll be as you lead our existing in-house art team and mentor game artists on art, animation and working towards excellence.

DoubleDown Interactive — Seattle, Washington, United States
Game Designer
Slot Game Designer