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July 23, 2017
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Kingsway's developer explains how to make the most out of your user interface  
by Bryant Francis [07.21.17]
We talked to the designer of the role-playing 'operating system' Kingsway about indie life and developing a UI-focused game.
Business/Marketing, Design, Console/PC, Video

The absurdity and optimism of Everything Is Going To Be OK 1
by Joel Couture [07.21.17]
Nathalie Lawhead's indie title Everything is going to be OK explores dark, horrible life events through a lens of relentless optimism and humor, facing down soul-crushing horror with absurd cheer.
Design, Console/PC, Indie

Video: Shigeru Miyamoto's classic 1999 GDC keynote  
by Staff [07.20.17]
In this classic video, restored from the GDC archives, Nintendo's Shigeru Miyamoto speaks to his fellow game makers as part of his keynote address at the 1999 Game Developers Conference.
Console/PC, Video, Vault

7 great tactical RPGs that every developer should study 8
by Rich Moss [07.20.17]
These seven tactical RPGs — covering both Western and Eastern-style approaches and selected with input from several developers — are sure to provide some inspiration, and some helpful design lessons. 
Design, Console/PC

Blog: Protect your Steam Keys (and your brand) 16
by Gamasutra Community [07.20.17]
This is the story of how shortly after releasing a tiny, five dollar indie game, I was inundated by every scam imaginable to steal my delicious Steam keys.
Business/Marketing, Console/PC

Gigantic devs share tips for surviving game development's ups and downs  
by Alissa McAloon [07.21.17]
“It's hard enough to make a new IP from scratch, but throw in the fact that we were a new company, an independent company, without a huge financial backing ever just makes everything challenging.”
Production, Console/PC, Social/Online, Video

Don't Miss: Making a multi-character RPG narrative in Supergiant's Pyre 4
by Staff [07.20.17]
"We got excited by the idea of the player getting close to an interesting cast of characters over the course of a grand journey, and having some impact over what happened to them," says Supergiant's Greg Kasavin.
Design, Console/PC, Indie

John Romero: 'I am the Doomguy (at least on the cover)' 1
by Alex Wawro [07.19.17]
"Frustrated, I threw my shirt off and told him to give me the gun and get on the floor," Doom dev John Romero recalls about the photo shoot for the game's cover art. "Don took several pictures."
Design, Console/PC, History

Skip the “Game vs Story” and “Entertainment vs Practical-Utility” Traps: The Anatomy of Compelling Experiences  
by Felipe Lara [07.21.17]
Rather than thinking about your game in terms of "game vs story" it is more useful to think of it as an experience. Some experiences are great because of their agency, some because of what they mean, and some because they help us solve a practical problem
Design, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

Player motivation, part 1: Biological foundation of emotions 1
by Andrii Goncharuk [07.21.17]
This article serves only one purpose, explain in a simple way on how our memory works and how it’s affected by hormones and neurotransmitters. Why? To explain why and how psychological models works.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, VR

Towards Better Gamepad Text Input  
by Charlie Deck [07.21.17]
The on-screen keyboard for consoles has barely changed in thirty years. Learn the history of gamepad text input, from the NES to the PS4. Then I'll describe how I iterated towards something better for my local co-op language-learning action game.
Design, Programming, Console/PC, Serious, Indie

How to Effectively Implement a Monthly Subscription Model for Your Game  
by Jennifer Mendez [07.21.17]
Creating a successful subscription model for your video game takes careful consideration. Here are a few key factors to keep in mind.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Interview with Kellee Santiago, former CEO of Thatgamecompany  
by Jose Gonzalez [07.21.17]
Interview with Kellee Santiago, former CEO of Thatgamecompany, responsible for Journey, Flow and Flower. This interview serves as an appendix for "Game Development in Latin America
Business/Marketing, Design, Production, Console/PC, Indie, VR

Infinity Ward / Activision — Woodland Hills, California, United States
Senior AI Engineer - Infinity Ward
Infinity Ward is currently seeking a Senior AI Engineer in the Woodland Hills, CA area. The ideal candidate will have five or more years of experience in a similar role. This is an opportunity to work on cutting edge AI in the world’s premiere FPS franchise. We’re looking for someone who comes to the table with new ideas, but has the pragmatism required to ship a video game.

Insomniac Games — Burbank, California, United States
Character Artist
Character Artist needed for Insomniac Games!

Sanzaru Games Inc. — 94404, California, United States
Prop Artist

Sanzaru Games Inc. — Foster City, California, United States
Environment Artist
Sanzaru Games is looking for a visionary World and Environment Artist to join our cutting edge, experienced development team in crafting visually stunning and immersive worlds. We are interested in all levels of experience, from junior to senior artists.

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

2K — Novato, California, United States
We are looking for an experienced and highly effective Software Engineer to drive the development of compelling online features for use in existing and new games. Our platform keeps maturing, and will benefit from a strong arm who is proficient building sharable components for multiple platforms (including next generation consoles), collaborating with engineers and partner developers to integrate them and applying best practices to deliver a performant full-featured SDK.

Vicarious Visions / Activision — Albany, New York, United States
Sr. Technical Designer - Combat - Destiny

Infinity Ward / Activision — woodland hills, California, United States
Senior Visual Effects Artist
You will use our in-house particle editor to author high quality, photo-real particle effects (fire, smoke, explosions, debris, clouds, etc.) that meet all technical and aesthetic standards for the project and implement them into our game engine.

Cryptic Studios — Los Gatos, California, United States
VFX Artist

Sony PlayStation — Bend, Oregon, United States
Senior Animation Programmer
Sony Bend Studio, the creator of Days Gone, Syphon Filter and Uncharted: Golden Abyss, is looking for top talent to join our in passionate team in creating a new AAA PlayStation 4 exclusive.