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February 22, 2017
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GDC 2017 is next week! Follow along on Gamasutra's official event page  
by Staff [02.22.17]
Game Developers Conference 2017 is just around the corner, and Gamasutra reporters will be onsite bringing you loads of stories. Follow along on our event page here!
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Watch Double Fine devs work out how to make Psychonauts work in VR  
by Alex Wawro [02.22.17]
"VR, it amps up the difficulty of anything," Double Fine's Tim Schafer says in a 2PP Rhombus of Ruin mini-doc. "We realized we were going to have to design puzzles that were more forgiving."
Design, Production, Indie, Video

Lumberyard 1.8 introduces toolset to simplify cloud-based features  
by Alissa McAloon [02.22.17]
The 1.8 beta update hit Amazon’s Lumberyard game engine today and brought with it a new tool centered around making it easier for devs to include cloud-based features in their games.
Programming, Production, Console/PC

Don't Miss: The game developer's toolbox (for students) 6
by Gamasutra Community [02.22.17]
In this 2016 blog post, Anna Jenelius runs through some useful game development basics that both fledgling and veteran game developers should keep in mind if they avoid potentially progress-killing pitfalls.
Design, Production, Indie

Valve drops $3k price tag from required SteamVR license training  
by Alissa McAloon [02.22.17]
Valve has dropped the paid course requirement for licensing its SteamVR position-tracking technology and has instead made the coursework available for free online.
Production, Console/PC

At GDC 2017, get expert tips on improving your game's user experience 1
by Staff [02.22.17]
At GDC 2017 next week, veteran game devs from across the industry will have a boisterous discussion about the effects of data, creativity, and development constraints on the user experience in games.
Production, Console/PC, Indie, Social/Online, Smartphone/Tablet, GDC


Identity Crisis - Playing a mixed heritage character in a modern day video game  
by Vivek Bhurtun [02.22.17]
Having been born in the UK but raised in an Indian family, I'd never really considered myself anything other than British. It was not until recently when I acted as the protagonist in a video game, that I started to ask myself what this actually meant
Business/Marketing, Design, Production, Art, Console/PC, Serious, Indie, Social/Online

How the Chinese Games Industry is Evolving  
by Bradford Hinkle [02.22.17]
Consolidations, closings, and lack of investment are driving most mid to small-size developers in China out of business. Surviving in 2017 will be tough, but there is a way so long as former F2P mobile developers are willing to adapt.
Business/Marketing, Production, Console/PC, Serious, Indie, Smartphone/Tablet

A plea to game makers who, in hard times, think their work frivolous  
by Oscar Barda [02.21.17]
Over the previous weeks, my heart has been shaken by the reactions of game makers doubting their place and usefulness in the world in the midst of all the turmoil we now face. Here is a reaction; and a plea to all game makers.
Business/Marketing, Design, Production

3 Tips for Selling Your Game on Your Own  
by Josh Bycer [02.21.17]
With Steam Direct changes poised to effect the Steam marketplace, I put together some important tips for selling your game when Steam isn't an option.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

7 Lessons I Learned Making VR Games at Experiment 7  
by Coray Seifert [02.21.17]
A small collection of best practices distilled from the past 4 years of making games with Experiment 7, Impeller Studios, and Autodesk.
Business/Marketing, Design, Production, Indie, Social/Online, VR

VR Game Development Problems and How We Fixed Them  
by Mario Rodriguez [02.21.17]
VR game development is not exactly the same as traditional game development. We created SMU Guildhall's first VR game and these were some of the problems we encountered and what we did to fix them.
Design, Programming, Production, Art, Console/PC, Indie, VR


Pixar Animation Studios — Emeryville, California, United States
[02.22.17]
Animation Tools Software Engineer
Looking for a talented engineer that wants to work alongside Pixar animators and engineers to design and implement new features within the Presto Animation System to help create the next generation of Pixar films. Presto is Pixar’s industry leading animation production software suite, recently built from the ground up with a modern architecture and a well-designed code base. You will be challenged by our production teams to enable Pixar to continue to raise the high bar for what can be achieved in the art of digital animation.

thatgamecompany — Santa Monica, California, United States
[02.22.17]
Graphics Engineer
Be Part Of Our Team And Work On Our Upcoming Title, Following The Award-Winning 'Journey'

thatgamecompany — Santa Monica, California, United States
[02.22.17]
Senior Gameplay Engineer
Be Part Of Our Team And Work On Our Upcoming Title, Following The Award-Winning 'Journey'

Take-Two Interactive — Seattle , Washington, United States
[02.22.17]
Producer
The Producer will support multiple 3rd party developers and be involved in all aspects of game development from conception through release. This Producer must be capable of taking charge of multiple, highly-complex development projects, and be ultimately accountable for shipping products on-time and to standards of the highest quality. The Producer will support the Executive Producer and act as a liaison between the development teams and the internal and external services T2 will use to help bring these games to market.

Bohemia Interactive Simulations — Prague, Czech Republic
[02.22.17]
Producer


Vicarious Visions / Activision — Albany, New York, United States
[02.22.17]
Senior Weapon & Hard Surface Artist - Destiny
See job description.

Double Fine Productions — San Francisco, California, United States
[02.21.17]
Art Director
Double Fine Productions is currently looking for a highly experienced, professional Art Director to join our team and lead the artistic vision for Pyschonauts 2!

Age of Learning, Inc. — Glendale , California, United States
[02.20.17]
Animator (Bilingual-English and Spanish)


Disruptor Beam — FRAMINGHAM, Massachusetts, United States
[02.20.17]
Senior Producer, Games


Disruptor Beam — FRAMINGHAM, Massachusetts, United States
[02.20.17]
Producer