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August 26, 2016
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August 26, 2016
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Blog: Picking the best college for game development 9
by Gamasutra Community [08.25.16]
"A lot of people want to go to a university for game development, but is it worth the cost? Here's some advice about the steps to take before whipping out your wallet."
Design, Programming, Production

Don't Miss: The game dev postmortem of the original DotA 8
by Steve Feak, Steve Mescon [08.24.16]
In this classic postmortem, some of the key figures behind seminal Warcraft III mod Defense of the Ancients provide a look at what went right and wrong during development of the trailblazing game.
Design, Programming, Console/PC, Indie, Social/Online

Blog: Away from the crowds of Gamescom, there was a game jam... 3
by Kris Graft [08.22.16]
Gamasutra editor-in-chief Kris Graft hung out with some of the developers of the InnoGames jam, a 48-hour jam hidden from the crowds of Gamescom in Germany.
Design, Programming, Console/PC, GDC Europe, Gamescom

Don't Miss: The story of Blizzard's first-ever Warcraft multiplayer match 11
by Staff [08.19.16]
"Something changed when I played the first multiplayer game of Warcraft." Patrick Wyatt, programmer of Warcraft: Orcs vs. Humans, writes in the opening to this excellent 2012 feature.
Design, Programming, Console/PC

Get a job: Insomniac is hiring an experienced Engine Programmer  
by Staff [08.18.16]
Sunset Overdrive dev Insomniac Games seeks a senior-level engine programmer to work closely with its design and animation departments in Durham, North Carolina to build game systems and features.
Programming, Console/PC, Recruitment

Don't Miss: An oral history of developing the original Deus Ex 5
by Alex Wawro [08.18.16]
In this timeless feature, Gamasutra speaks to Warren Spector, Chris Norden, and others on the original Deus Ex team to learn more about how they developed it -- and what it did to them.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC


JOURNEY OF 4 THOUSAND, 5 HUNDRED DAYS 1
by Mare Sheppard [08.26.16]
We're Metanet Software (Mare Sheppard and Raigan Burns), who have been making games since 2001. We just launched N++ on Steam, completing the twelve-year journey that began with the free Flash version of N back in 2004. This is a retrospective.
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Coping with having to play the long game  
by Daniel Nissenfeld [08.25.16]
Staring down a project that you know will end up taking years not because of scope but because of life.
Design, Programming

Alien Languages: How We Talk About Procedural Generation 2
by Michael Cook [08.25.16]
The right words can motivate anyone about your game - but are we all speaking the same language? The response to No Man's Sky is the latest warning that a lot of what we mean when we talk about procedural generation is getting lost in translation.
Design, Programming, Console/PC, Indie

Chatbots: Are they good for Player Engagement and App growth?  
by Hugo Damasio [08.25.16]
The need to access information instantly, and have quick response time from businesses, has led to the growth of chat bots in the digital sphere. Marketers and community managers are deeming it to be the future of interaction. Is it?
Business/Marketing, Programming, Social/Online

Picking the Best College for Game Development 9
by Becca Hallstedt [08.24.16]
A lot of people want to go to a university for game development, but is it worth the cost? Here's some advice about the steps to take before whipping out your wallet.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Dev Interview: Marta Vicario  
by Wes Platt [08.23.16]
"I find that taking at least half an hour to myself every day and making sure I'm going to bed early really helps me stay balanced and motivated."
Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie


Shiny Shoe — San Francisco, California, United States
[08.25.16]
Gameplay and Engine Programmer


Telltale Games — San Rafael, California, United States
[08.25.16]
Senior Graphics Engineer


Within — Los Angeles, California, United States
[08.25.16]
Unity Developer


Double Fine Productions — San Francisco, California, United States
[08.25.16]
Lead Animator
Double Fine Productions is currently looking for a highly experienced Lead Animator to join our team and contribute to Psychonauts 2!

Double Fine Productions — San Francisco, California, United States
[08.25.16]
Lead Level Designer
We’re looking for someone to help us create an environment of strong collaboration, regular mentorship, respectful critique, and creative empowerment. We’ll need to you understand and drive all aspects of the level design process from a technical standpoint, while also not being constrained creatively by the basic physical laws of reality. We want to make the best game Double Fine has ever shipped and we want you to help us—come join us & make Psychonauts 2!

Double Fine Productions — San Francisco, California, United States
[08.25.16]
Lead Programmer
Double Fine Productions is currently looking for an experienced Lead Programmer to join our studio and lead the programming team for Psychonauts 2!

Double Fine Productions — San Francisco, California, United States
[08.25.16]
Senior Programmer
Double Fine Productions is currently looking for an experienced Senior Programmer to join our team and contribute to Psychonauts 2!

Lionbridge Technologies — Irvine, California, United States
[08.25.16]
Software Test Engineer (STE) -Irvine, CA-(#326)


InnoGames GmbH — Hamburg, Germany
[08.25.16]
Senior Automation Engineer/ Software Engineer in Test (f/m)


Vicarious Visions / Activision — Albany, New York, United States
[08.25.16]
Tools Engineer
See job description.