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May 3, 2016
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May 3, 2016
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No, you can't just take someone else's work off the internet to use in your game!  
by Gamasutra Community [05.03.16]
"The internet has made all kinds of content — news articles, music, photographs, and video — easily available for anyone in the world to access. However, that doesn’t mean that it is free to take and use for your own purposes."
Business/Marketing, Production, Indie

Don't Miss: How Call of Duty 4: Modern Warfare was made 4
by Zied Rieke & Michael Boon [05.02.16]
Infinity Ward's influential shooter debuted almost a decade ago. Now, read this classic postmortem the lead designer and technical art director wrote of it for Game Developer magazine.
Business/Marketing, Design, Production, Console/PC

Video: Designing without a pitch - The FTL postmortem 1
by Staff [04.29.16]
FTL devs Matthew Davis and Justin Ma speak frankly at GDC 2013 about how and why they frequently altered or abandoned aspects of the game's design as they developed it to evoke a specific feeling.
Audio, Business/Marketing, Design, Programming, Production, Art, Indie, Video, Vault

Don't Miss: Molyneux and Webley recount the history of Lionhead  
by Simon Carless [04.29.16]
Now that Lionhead is closed, look back at this 2006 feature where Peter Molyneux and Mark Webley speak at length about how they helped create the company, and their lessons learned along the way.
Business/Marketing, Design, Programming, Production, Console/PC

Don't Miss: The designers of Thief and Deus Ex talking shop at GDC  
by Staff [04.28.16]
Deus Ex designer Warren Spector and Thief designer Doug Church grill each other on stage at GDC 2002 about their design decisions and how to talk shop without destroying the "magic of game creation."
Design, Programming, Production, Console/PC

Lumberyard 1.2 expands mobile support, makes multiplayer easier 1
by Chris Kerr [04.28.16]
The latest update to Amazon's Lumberyard game engine has brought with it 218 improvements, fixes, and features across 20 of Lumberyard’s components.
Programming, Production, Smartphone/Tablet, Video


Don't fear the Hammer: The importance of UX in editors & tools  
by Robin-Yann Storm [05.03.16]
When level designers talk about Hammer, usually the reaction they get is: "But it's ancient! Nobody should use BSP/CSG these days!", which is not always the intention. Hammer has great basic geometry building UX, and other editors could learn from this.
Design, Production

The Best Mobile Apps & Games Made in Dallas  
by Nolan Clemmons [05.02.16]
Mobile Games Entrepreneur and Founder of Wufasta, Nolan Clemmons, reports on the mobile games and applications to come from his hometown, Dallas, Texas. Note: This post was originally published on LinkedIn and republished on LaunchDFW
Business/Marketing, Production, Indie, Smartphone/Tablet

No, You Can’t Just Take Someone Else’s Work Off The Internet To Use In Your Game!  
by David Mullich [05.02.16]
The internet has made all kinds of content available for anyone in the world to access.  However, that doesn’t mean that it is free to take and use for your own purposes. Here's a primer on intellectual property protection for game developers.
Production

Making Meetings Quick and Effective  
by Max Krembs [05.02.16]
Everyone hates meetings! Let's work to try and make them a bit more tolerable.
Business/Marketing, Production

Measuring a Competitor's Audience: Vainglory & Paragon  
by Jake Parmley [05.02.16]
Red Fox Insights is exploring the MOBA genre - finding which games resonate strongest with which audiences. We began with Epic Games’ MOBA Paragon and the mobile MOBA, Vainglory.
Business/Marketing, Production, Console/PC, Serious, Smartphone/Tablet

Important Tips for Effective Tutorial Game Design  
by Josh Bycer [05.02.16]
Today's post looks at the elements that make up good tutorial design, and should be included in any complicated video game.
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR


Loot Crate — Los Angeles, California, United States
[05.01.16]
Game Producer
Loot Crate has expanded the Loot Crate experience to encompass games, digital products, augmented reality and more interactive experiences. WeÂ’re now on the hunt for an experienced game producer to lead our interactive efforts.

Sucker Punch Productions — Bellevue, Washington, United States
[04.30.16]
Producer


Demiurge Studios (SEGA) — Cambridge, Massachusetts, United States
[04.29.16]
Engineering Director


Irrational Games — Westwood, Massachusetts, United States
[04.28.16]
Associate Producer II
The studio formerly known as Irrational Games is looking for an Associate Producer II. In this role you will be assisting in the production of an AAA game by supporting the Senior Production Team, Creative Director, and Studio Leads. Experience supporting Design and Programming teams is highly desirable in this role.

Demiurge Studios (SEGA) — Cambridge, Massachusetts, United States
[04.28.16]
Game Director


Sony PlayStation — Santa Monica, California, United States
[04.27.16]
Programming Manager
Programming Manager

Age of Learning, Inc. — Glendale, California, United States
[04.26.16]
Director, Research


Cryptic Studios — Los Gatos, California, United States
[04.26.16]
Producer (All Types and Levels)


PerBlue — Madison, Wisconsin, United States
[04.19.16]
3D Technical Artist
PerBlue is looking for a talented and technically focused 3D Artist / Technical Artist to join our team. We make free-to-play mobile RPG and strategy games for iOS and Android played by millions of people all around the world. We’re an independent mobile gaming studio based in Madison, WI and have been named one of the Best Places to Work by Madison Magazine, a Top Developer by Google, and Madison's Favorite Tech Startup by the Isthmus.

PerBlue — Madison, Wisconsin, United States
[04.19.16]
Game Designer (Mobile F2P)
PerBlue is looking for a talented Game Designer to join our team. We make massively multiplayer, free-to-play mobile RPG and strategy games played by millions of people around the world. WeÂ’re an independent mobile gaming studio based in Madison, WI and have been named one of the Best Places to Work by Madison Magazine, a Top Developer by Google, and Madison's Favorite Tech Startup by the Isthmus.