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February 24, 2017
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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

Get a Job: Insomniac Games is hiring a Gameplay Programmer  
by Staff [02.23.17]
Insomniac Games is looking for a Gameplay Programmer to design and implement gameplay systems and features in Burbank, California.
Programming, Console/PC, Recruitment

Vainglory dev releases toolkit geared toward community app creation  
by Alissa McAloon [02.23.17]
Super Evil Megacorp, the developer behind the mobile MOBA Vainglory, has partnered with MadGlory to release both a developer API and online toolkit geared at community-created Vainglory tools.
Programming, Production, Social/Online, Smartphone/Tablet

How John Romero created the tile editor behind Wolfenstein and Rise of the Triad 2
by Gamasutra Community [02.23.17]
John Romero talks to David Lightbown about TEd, the tile editor he created that would eventually be used to ship 33 titles including the Wolfenstein series, Rise of the Triad, and many more.
Design, Programming, Console/PC

Road to the IGF: Blendo Games' Quadrilateral Cowboy  
by Alex Wawro [02.23.17]
Blendo Games' Brendon Chung speaks briefly with Gamasutra about the nuts and bolts of Quadrilateral Cowboy's design, influences, and four-year development.
Design, Programming, Art, Indie, IGF

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

Making a Procedural 2D World in Unity Part II: Structural Generation  
by Wilhem Bates [02.23.17]
Hi, itís a me! Again! This is the second part of a little piece I wrote a few weeks ago. In this second part of the series I wanted to show you guys how we manage to generate the structure of a level with a technical approach.
Programming, Production, Indie

Procedural Audio in Unity  
by Joe Strout [02.23.17]
In this post, we'll see how to generate audio in Unity on the fly, creating sound effects that respond to what's going on in your game and are always unique.
Audio, Programming, Console/PC, Indie, Smartphone/Tablet

Procedural generation: a primer for game devs  
by Scott Beca [02.23.17]
This article is is a high level summary of what procedural generation (or procgen) is and how it works, using our game Rogue Singularity as an example of application and management.
Design, Programming, Production, Console/PC, Indie, Smartphone/Tablet

Making Games for Toddlers and How I Got Here  
by Todd Mitchell [02.23.17]
I just shipped my first commercial game. Itís designed, as Apple classifies it, ďfor ages 5 and under.Ē Let me briefly explain how I got here, and Iíll share some of the lessons Iíve learned that help me navigate these new surroundings.
Business/Marketing, Design, Programming, Indie, Smartphone/Tablet

Classic Tools Retrospective: John Romero talks about creating TEd, the tile editor that shipped over 30 games 2
by David Lightbown [02.23.17]
John Romero talks to David Lightbown about TEd, the tile editor that he created at id Software, which would go on to be used on 33 shipped titles, including the Commander Keen series, the Wolfenstein series, Rise of the Triad, and many more.
Design, Programming, Production, Art, Console/PC

Open World on Mobile with Unity  
by Christoph Ender [02.22.17]
TruckSimulation 16 is a truck simulation for mobile devices in which players can roam around in a massive open game world. Christoph Ender explains how his team met this technical challenge with Unity and which problems they had to solve along the way.
Programming, Indie, Smartphone/Tablet

YAGER Development GmbH — Berlin, Germany
Server/Backend Programmer
As a Server/Backend Programmer at YAGER you will work on Dreadnought (, an awesome and exciting AAA F2P project.

YAGER Development GmbH — Berlin, Germany
UI Programmer (f/m) - C++ and Actionscript
We seek the talent of a seasoned and passionate UI Programmer for our current AAA F2P project Dreadnought

Intel — Santa Clara, California, United States
Research Scientist
Research in 3D graphics, working alongside other Intel researchers to invent new techniques or technologies that advance the field of real-time rendering. - Producing a long-term technology vision that impacts Intel graphics hardware and software products - Publishing your work in leading conferences and journals We're looking for graphics explorers who are collaborative and team oriented with strong written and verbal communications skills - ready to follow ideas and findings where-ever they take you to innovate and make a difference with Intel real-time graphics. Come join us!

Cat Daddy Games — Kirkland, Washington, United States
Come join a small team of talented and passionate server engineers designing and building our future server architecture. We're using Azure hosted servers and a new micro-services architecture to achieve our very high scale and reliability goals. This role offers lots of ownership and impact if you have the right blend of creative and server engineering skills to help make our games awesome for millions of players. We are solving very interesting technical challenges with new services while supporting and growing multiple mobile game titles. It is a great time to jump into our game and become a big impact contributor. We would love to talk to you directly if this opportunity sounds appealing to you!

Skydance Interactive — Marina Del Rey, California, United States
Generalist Programmer
Generalist Programmer

Disruptor Beam — FRAMINGHAM, Massachusetts, United States
Mobile Software Engineer

Vicarious Visions / Activision — Albany, New York, United States
Senior Technical Designer (World) - Destiny
See job description.

Vicarious Visions / Activision — Albany, New York, United States
Tools Engineer-Destiny
See job description.

Soulbound Studios — Bellevue, Washington, United States
Lead Engine Programmer
Are you ready to have a hand in architecting and implementing one of the most innovative MMORPG’s of the decade? Does the idea of championing a team of programmers to overcome nigh insurmountable challenges invigorate you? You might be just the engineer we’re looking for!

Qualcomm — SAN DIEGO, California, United States
Graphics Software Engineer
The Graphics software team is looking for talented software engineers interested in developing software for mobile and embedded devices. The Graphics software team is responsible for delivering device drivers and tools for Snapdragon chipsets, providing best in class performance, power and features. This role will involve working at all layers of the Graphics software stack on Android and Windows. Responsibilities will include the design and development of new features, support for new hardware pre/post-silicon development, debugging of issues within software, optimizing software for performance and power, development of unit tests and working with our partners, game developers, and OEMs. A successful candidate will be exposed to OpenGL ES, Vulkan, Direct3D11, Direct3D12 APIs, VR/AR, and work on code spanning user and kernel mode. In addition, they will be working with other technologies including motion sensors, video encoders, DSPs, GPU and display.