Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
February 25, 2017
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Blizzard's Overwatch lands game of the year at DICE Awards 1
by Kris Graft [02.24.17]
The Academy of Interactive Arts and Sciences held its annual DICE Awards ceremony tonight, with Blizzard's Overwatch coming away as the big winner.
Design, Console/PC, Indie, Smartphone/Tablet

Nintendo Switch first impressions: Magical gadgetry with a serious issue 5
by Kris Graft [02.23.17]
Using the Nintendo Switch out in the wild has got me thinking about its wow-factor -- but here in the pre-launch days, there's a serious issue Nintendo needs to sort out.
Business/Marketing, Console/PC

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

How the director of Final Fantasy XV aims to keep players coming back for more  
by Alissa McAloon [02.24.17]
The man who helped Final Fantasy XV flourish following years of development hell details his plans and inspirations for the game’s future growth.
Design, Console/PC

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

Valve drops $3k price tag from required SteamVR license training  
by Alissa McAloon [02.22.17]
Valve has dropped the paid course requirement for licensing its SteamVR position-tracking technology and has instead made the coursework available for free online.
Production, Console/PC

Designing an engaging and intuitive crafting system for Astroneer  
by Jack Yarwood [02.22.17]
“Way back when, we were talking about whether we should have a tutorial in the game," says Jacob Liechty. "Eventually we figured out that we didn’t have to, which felt pretty good."
Design, Console/PC, Indie, Video

Bravely Default dev to release its own game engine: Xenko  
by Alex Wawro [02.24.17]
Game engine enthusiasts, take note: Japanese game and tech company Silicon Studios Corporation has announced plans to release its open-source C# game engine Xenko this April.
Console/PC



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

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

Dissecting Design: How Braid Merged Action and Puzzle Design  
by Josh Bycer [02.23.17]
This week's Dissecting Design video covers Braid, and how it combined two very different genres of gameplay.
Design, Console/PC, Indie


Hangar 13 — Novato, California, United States
[02.24.17]
TECHNICAL DESIGNER
The Design Team at Hangar 13 2K is seeking a skilled and experienced Technical Designer to help define tools and best practices that will allow the Design Team to create the best gameplay experiences possible.

Hangar 13 — Novato, California, United States
[02.24.17]
LEAD VFX ARTIST
Hangar 13 is looking for an experienced VFX artist to lead our FX team. You must have an ability to push the visual quality of game effects so that they closely match those of blockbuster movies. This position offers a unique opportunity to work closely with the engineering team and push the rendering and FX production capabilities of our engine.

Warner Bros. Entertainment Inc. — Burbank, California, United States
[02.24.17]
Executive Producer - WBIE (supporting WB Games Montreal)


Deluxe Entertainment Services Group — Los Angeles, California, United States
[02.24.17]
CG Supervisor


Imbellus — Los Angeles, California, United States
[02.24.17]
UI Designer


Versus Evil — San Diego, California, United States
[02.24.17]
QA Director


Studio Wildcard — Kirkland, Washington, United States
[02.24.17]
Senior Engine Programmer
Senior Engine Programmer

Studio Wildcard — Seattle, WA, Washington, United States
[02.24.17]
Senior Gameplay Programmer
Senior Gameplay Programmer

Intel — Hillsboro, Oregon, United States
[02.24.17]
Graphics and Multicore Developer Relations Engineer
Jr. & Sr. Level Positions Available - Help make games and interactive entertainment better with a role as a Software Engineer working with AAA developers. The ideal match for our team is excited about the games industry and helping developers bring new experiences, novel techniques and key optimizations to tomorrow's most played games.

Intel — Santa Clara, California, United States
[02.24.17]
Graphics Media Architect
Be responsible for research, modeling, prototyping, hardware architecture and/or microarchitecture definition, or software architecture definition, of video technologies including video processing and video codec.