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June 23, 2017
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With Sony's indie support in question, developers at E3 weigh in  
by Mathew Kumar [06.23.17]
"The bottom line is they need to do what’s best for their business. And unfortunately maybe doing indies is not that right now. And that’s unfortunate, but there’s not much we can do."
Business/Marketing, Console/PC, Indie, E3

How Overwatch communicates character from a first-person perspective  
by Chris Kerr [06.23.17]
"In terms of game animation, Overwatch is a master class in character appeal. This game is all about its characters. Every single member of this cast is unique and just loaded with personality."
Design, Console/PC, Video

Q&A: How Microsoft is pitching the Xbox One X to devs (and consumers)  
by Mathew Kumar [06.22.17]
Microsoft’s senior director of product management and planning for Xbox, Albert Penello, told Gamasutra about how the company is positioning the Xbox One X hardware to both developers and consumers.
Business/Marketing, Console/PC

3 months after launch, Playerunknown's Battlegrounds sells 4M copies  
by Bryant Francis [06.22.17]
Playerunknown's Battlegrounds, a game which is still in Early Access, has now sold over four million copies, according to lead developer Brendan Greene.
Business/Marketing, Console/PC

Improving a game on the Xbox One X helps boost its One S performance, says Xbox exec  
by Alissa McAloon [06.22.17]
Microsoft's Albert Penello addresses concerns that developing Xbox One games with both the Xbox One X and Xbox One S in mind could result in one console variant holding the other back.
Production, Console/PC

How Naughty Dog broke Sony's hardware rules to create Crash Bandicoot  
by Alissa McAloon [06.22.17]
'They were very worried that if they shipped this game, all the PlayStations in the world would break because their CD drives would melt.'
Design, Programming, Production, Art, Console/PC

Red Hook Studios co-founder dissects the highs and lows of indie life  
by Chris Kerr [06.22.17]
During a recent Gamasutra Twitch stream, Red Hook Studios co-founder Chris Bourassa explained why he believes working as an indie is a more enticing prospect than being a cog in the triple-A machine.
Business/Marketing, Console/PC, Video

Environment art isn't about 'making pretty things', what's it about? 5
by Jason Hickey [06.21.17]
Jason Hickey, lead environment artist on Insomniac Games' upcoming Spider-Man offers practical tips about what it takes to be a great environment artist -- and no, it's not all about making pretty things.
Production, Art, Console/PC, Indie

Another One Bites the Dust: Dynasty Feud Postmortem  
by Jon Sanchez [06.23.17]
In this blog post we share our thoughts on the development of Dynasty Feud and why we think the game did not work. We comment on several issues, from the current state of the industry to how our marketing went wrong, plus some more useful tips.
Business/Marketing, Production, Console/PC, Indie

The Agony and Ecstasy of Coming Up with Achievement Names  
by Greg McClanahan [06.23.17]
Having trouble coming up with achievement names? That's because it's really hard! This article provides some tips and shortcuts for the achievement-naming process, plus commentary on the value of inserting small "personality details" into your game.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

The Many Questions Of Genital Jousting  
by Free Lives [06.23.17]
Genital Jousting is a popular and somewhat shocking game about penises penetrating each other. The developers weigh in on why they are making it and their anxieties about possibly making a bad sex game.
Design, Console/PC, Indie

System Design in Practice  
by Trent Polack [06.23.17]
A tangent-free, short (for me) practical example of applied system design on a fundamental game element: projectiles.
Design, Programming, Console/PC, Indie

Game Cities: The Urbanism of Thimbleweed Park 3
by Konstantinos Dimopoulos [06.22.17]
Thimbleweed Park: The Town. A look at a novel approach in open-world city design (and planning) for 2D adventure games.
Design, Art, Console/PC, Indie

2K — Novato, California, United States
We need an experienced Live Operations Manager who is dedicated to the configuration and maintenance of in-game promotional events, contests, new content and sales to drive monthly KPI goals for NBA2K. You will collaborate with game dev & our analytics team, to maximize the feature potential of the product through intelligent and thoughtful live event development.

Tangentlemen — Playa Vista, California, United States
Lead Combat Designer
Lead Combat Designer @ Tangentlemen

Tangentlemen — Playa Vista, California, United States
Technical Art Lead
Technical Art Lead @ Tangentlemen

2K — Novato, California, United States
We are looking for someone to take a senior role on our internal User Research facility. You will have the opportunity to drive research strategy across multiple game franchises, partnering with studios to make meaningful changes throughout the games' development cycles. You will be asked to apply a wide variety of methods including playtesting, usability testing, surveys, contextual inquiry, card sorts and more.

Telltale Games — San Rafael, California, United States
Technical Director

Telltale Games — San Rafael, California, United States
Build Engineer

Naughty Dog — Santa Monica, California, United States
Character Shading TD
A Character Shading TD is in charge of making sure the surface materials of Naughty Dog’s characters look fantastic. Paint textures, tune materials, write shader code, and work with the artists and programmers – whatever it takes to push the beauty and realism of our characters to new levels!

Naughty Dog — Santa Monica, California, United States
Character TD / Rigger
Naughty Dog is seeking a Character TD / Rigger to come join our team! This talented individual should be able to work with minimal input and feel comfortable working in a team environment. Our ideal candidate possesses strong technical skills in rigging, an artistic eye, and passion for video games.

Vicarious Visions / Activision — Albany, New York, United States
Senior Narrative Designer - Destiny

Hasbro — Pawtucket, Rhode Island, United States
Game Developer/Architect