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April 16, 2014
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April 16, 2014
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The future of being a video game producer 20
by Gamasutra Community [04.15.14]
Harvard Bonin (senior producer, God of War: Ascension) lays out what it will take to be a producer for triple-A games now and in the future.
Production, Console/PC

But is it hot? Design challenges for sex in games Exclusive 27
by Leigh Alexander [04.14.14]
A panel at Different Games convened designers working on expressing intimacy, sexuality and diversity in games to talk about ways to confront common design challenges, and evolve the role sex plays in games.
Design, Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet, Exclusive

Crafting To Leave, an autobiographical indie game from Ecuador Exclusive 2
by Alex Wawro [04.14.14]
Upcoming indie puzzle-platformer To Leave was built a team of student developers, and purports to be the first PSN game based on original IP to ever come out of Ecuador.
Business/Marketing, Design, Programming, Production, Console/PC, Indie, Exclusive, Video

Video: The story of Cave Story, as told by its creator  
by Staff [04.14.14]
Cave Story creator Daisuke "Pixel" Amaya shares his game development philosophy and shows the beta version of Cave Story during a postmortem presentation on the game at GDC 2011.
Design, Production, Console/PC, Indie, GDC, Video, Vault

Blog: Crunch - It's all your fault 17
by Gamasutra Community [04.14.14]
Crunch is less a word and more of an institution. We crunch because it is the personification of what we've been told our entire lives; if we work hard enough, anything is possible.
Business/Marketing, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

How long does it take to make an indie game? Tower of Guns dev breaks it down 17
by Gamasutra Community [04.11.14]
I'll spare you the boring story of how a creative-person-with-an-aversion-to-formality got addicted to time tracking, but I can tell you that Tower of Guns took precisely 3,850 hours and 5 minutes to develop.
Production, Console/PC, Indie

Severed is the next game from DrinkBox Studios 2
by Mike Rose [04.14.14]
DrinkBox Studios, the Canadian developer best known for Guacamelee! and Tales from Space: Mutant Blobs Attack, announced its latest project over the weekend.
Business/Marketing, Console/PC, Indie, Smartphone/Tablet, Video

New Capcom R&D facilities to create hundreds of jobs  
by Mike Rose [04.14.14]
As Capcom faces a difficult financial situation, the company today revealed that construction on two new research and development buildings is underway near its Osaka head offices.
Business/Marketing, Console/PC


Diversity, communication, and Animal Crossing: New Leaf 1
by Christian Nutt [04.02.14]
Aya Kyogoku, co-director, and Katsuya Eguchi, producer, sit down and discuss the development of Animal Crossing: New Leaf, and how fostering a diverse, communicative team leads to the best results.
Design, Production, Console/PC, Social/Online

What's next for Puzzle & Dragons and GungHo? 13
by Christian Nutt [03.28.14]
The president and CEO of GungHo, the studio behind the massive success Puzzle & Dragons, explains his philosophy toward game development, his studio's relationship with Supercell, free-to-play, and more.
Business/Marketing, Design, Console/PC, Social/Online, Smartphone/Tablet, Mobile Games

Best of 2013: Gamasutra's Top Games of the Year 51
by Gamasutra staff [12.23.13]
In 2013, we handled our "Game of the Year" list quite differently. Instead of publishing a single top 10, Gamasutra writers simply picked five games that they loved most in 2013.
Design, Console/PC, Smartphone/Tablet

Making Knack: An interview with Mark Cerny 7
by Christian Nutt [12.20.13]
Veteran developer Mark Cerny was lead system architect for the PlayStation 4 and also directed Knack for the launch lineup -- and here shares his game developing methodology.
Design, Production, Interview, Console/PC

Revisiting Greenlight 17
by Mike Rose [11.05.13]
Gamasutra talked to a variety of developers -- some with games on Greenlight, others whose games have been through the Greenlight process and are now on Steam -- to get their thoughts on where Greenlight is now.
Business/Marketing, Console/PC, Indie, Digital Publishing


Virtual Reality Controller Patent Landscape Analysis  
by Dat Nguyen [04.15.14]
This article analyzes the virtual reality controller patent landscape by identifying patenting trends in the area, key patent holders in the area, and potential risks faced by new companies entering the virtual reality gaming space.
Design, Programming, Production, Console/PC, Serious, Advanced Input and Output, VR

Cube & Star: An Arbitrary Postmortem: Part 3.  
by Joshua McGrath [04.15.14]
Differentiating a demo from a full game. Our reach exceeds our grasp. Part Three of the subjective post-mortem of Cube & Star: An Arbitrary Love. Developed in Unity, by a single man. Winner of Intel LevelUp and IndieCade finalist
Audio, Design, Production, Art, Console/PC

Cutting Room Critique #3: Top Indie Game Trailers of Mar-April 2014  
by Kert Gartner [04.15.14]
Every two months I'm rounding up some of the best indie game trailers and discussing what I think makes them good or bad, and effective or ineffective in marketing their respective game.
Business/Marketing, Console/PC, Indie

Organizing yourself when overwhelmed  
by Catalin Marcu [04.15.14]
When we feel overwhelmed, usually our work efficiency drops considerably. One of the best things to start with is to organize our work, no matter how much of it you have.
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

WRITING HOT MEN FOR GAMES? Yes, please.  
by Jane Jensen [04.14.14]
What makes a male lead character 'hot' to women players, and why would you, as a game designer, want to go there? Includes a mini analysis of some of the male characters in my games.
Design, Console/PC, Indie


Telltale Games — San Rafael, California, United States
[04.15.14]
Senior Platform Engineer (Xbox One & PS4) @ Telltale Games
Telltale’s Core Engineering group is responsible for developing low-level and mid-level libraries and tools used by Telltale’s multi-platform downloadable game development system; the “Telltale Tool”. The “Telltale Tool” is used by Telltale’s artists, designers and Lua programmers to create tons of amazing content for Xbox, PS3, Wii, iOS, PC, Mac and Android. The Core Engineering group creates true “author once, run anywhere” technology.

Nintendo of America Inc. — Redmond, Washington, United States
[04.15.14]
Associate Software Support Engineer
Associate Software Support Engineer

Nintendo of America Inc. — Redmond, Washington, United States
[04.15.14]
Software Support Engineer
Software Support Engineer

Nintendo of America Inc. — Redmond, Washington, United States
[04.15.14]
Software Support Engineer
Software Support Engineer

Nintendo of America Inc. — Redmond, Washington, United States
[04.15.14]
Software Support Engineer
Software Support Engineer

Nintendo of America Inc. — Redmond, Washington, United States
[04.15.14]
Software Support Engineer
Software Support Engineer

Blizzard Entertainment — Irvine, California, United States
[04.15.14]
Cinematics - Lead Animator, In-Game Cinematics
Blizzard Entertainment is looking for a talented lead animator to assist our Cinematics team in creating the next generation of in-game animated films. The in-game pipeline uses assets from the game team and the final renders are made using the game team's rendering engine. The in-game animation team works at a fast pace and is responsible for a large portion of story driven content. The lead animator will manage a team of animators, spearheading project planning and ensuring our artistic quality while staying on schedule. This person should will have top-notch animation skills and be is able to translate the director’s vision into actionable feedback for the team.

Blizzard Entertainment — Irvine, California, United States
[04.15.14]
Cinematics - Lead Animator, Pre-Rendered Cinematics
Blizzard Entertainment is looking for a talented lead animator to assist our Cinematics team in creating the next generation of pre-rendered animated films. The lead animator will manage a team of animators, spearheading project planning and ensuring our artistic quality while staying on schedule. This person will have top-notch animation skills and is able to translate the director’s vision into actionable feedback for the team.

Blizzard Entertainment — Irvine, California, United States
[04.15.14]
Cinematics - Senior 3D Artist (Temp)
Blizzard Entertainment is looking for a well-rounded, highly adaptable contract senior 3D artist to work with its in-game cinematics team. The senior artist must have the skills to work with very little supervision, is able to make solid decisions with regards to asset creation, and document processes in an efficient and easily understood format. This person will be responsible for maintaining a superior eye with regards to shading, color, as well as, the level of detail on any given asset, does not over or under model an asset, and is able to make decisions that do not break the pipeline or create unnecessary work for other departments. Additionally, this individual is able to lead or direct junior artists in the creation of larger team based assets. The ideal candidate is self-motivated and continuously seeks to improve their skills and abilities with regards to 3D asset creation.

Blizzard Entertainment — Irvine, California, United States
[04.15.14]
Cinematics - Senior Character Modeler (Temp)
Blizzard Entertainment is looking for an exceptionally skilled character modeling artist for its Cinematics department. Candidates should have extensive experience working with modeling / sculpting tools to achieve photorealistic characters. The candidate must be organized and creative, with the ability to solve problems efficiently.