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February 27, 2017
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GDC 2017 Art Direction Bootcamp: An expert roundtable Q&A  
by Andrew Maximov [02.24.17]
Get a sneak preview of the 2017 Art Direction Bootcamp, hosted by GDC on Feb 27th. For a warmup, the speakers roundtabled some questions from Twitter and around the web.
Production, Art, Console/PC, GDC

Road to the IGF: ConcernedApe's Stardew Valley 5
by Alissa McAloon [02.24.17]
Eric Barone, AKA ConcernedApe and the sole developer behind Stardew Valley, talks briefly about the joys of working alone and what inspired him to create his own take on a farm life RPG.
Design, Programming, Production, Art, Indie, IGF

BioShock developer Irrational Games rebrands as Ghost Story  
by Chris Kerr [02.24.17]
"Ghost Story was founded by twelve former Irrational Games developers and our mission is simple: to create immersive, story-driven games for people who love games that ask something of them."
Business/Marketing, Production

Road to the IGF: Love Conquers All Games' Ladykiller in a Bind  
by Alex Wawro [02.24.17]
Gamasutra chats with Love Conquers All Games' founder and namesake Christine Love about how she crafted IGF Award-nominated Ladykiller in a Bind, and why we don't see more erotic rom-com games.
Design, Production, Indie, IGF

Blog: What should a great playtest smell like? 1
by Gamasutra Community [02.24.17]
Running a great playtest means considering playtester’s every sight, sound and smell to avoid biasing or influencing their feedback. So what should a playtest smell like?

Blog: Building a scalable online game with Azure - Part 2  
by Gamasutra Community [02.24.17]
Previously, we started to create a small cloud backend with a single actor. In this post, we're going to add the web service that acts as an interface between the front and backend services.
Programming, Production

VR going into 2017  
by Christopher Guzman [02.27.17]
With VR going as far as it has in just the last year it's exciting to guess where it might be by the end of 2017.
Business/Marketing, Production, Art, Console/PC, Indie, VR

7 Characteristics of a Successful Game Studio  
by Michail Katkoff [02.27.17]
Great games come from great studios and all great studios tend to have few common characteristics.
Production, Smartphone/Tablet

Strategy that Leads You to the Success in the China Mobile Market  
by Mantin Lu [02.27.17]
In this article, I talk about the current situation of the China mobile market, and what the trend means to mobile game developers in the west to get into it.
Business/Marketing, Production, Smartphone/Tablet

All the things you can do with an expo pass at GDC!  
by Brandon Sheffield [02.24.17]
A lot of people don't realize how much you can do with an expo pass. I'm a big advocate for them, so here's a big explainer!
Audio, VR, GDC, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VRDC

GDC 2017 Level Design Workshop  
by Joel Burgess [02.24.17]
Get a sneak preview of the 2017 Level Design workshop, hosted by GDC on Feb 28. The speakers will introduce their topics, as well as roundtable some questions submitted by the LD community.
Design, Production, Console/PC, Indie

Art Direction Bootcamp: An expert roundtable Q&A  
by Andrew Maximov [02.23.17]
Art directors from Naughty Dog, Firaxis, Sucker Punch, Infinity Ward Goodgame Studios get together for a Q&A panel.
Production, Art, Console/PC

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

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

Lionbridge Technologies — Bellevue, Washington, United States
Sr. Business Development Director--#2525

Deluxe Entertainment Services Group — Los Angeles, California, United States
CG Supervisor

Versus Evil — San Diego, California, United States
QA Director

Vicarious Visions / Activision — Albany, New York, United States
Senior Security Engineer
See job description.

Pixar Animation Studios — Emeryville, California, United States
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.

Take-Two Interactive — Seattle , Washington, United States
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

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