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May 28, 2015
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May 28, 2015
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Game Design Deep Dive: Darkest Dungeon's Affliction System Exclusive  
by Tyler Sigman, Chris Bourassa [05.28.15]
Chris Bourassa & Tyler Sigman of Red Hook Studios: "We wanted to capture the human response to stress. Any person can break under pressure, and people break in different ways."
Design, Console/PC, Indie, Exclusive

An indie game with 60 million players? The story of Transformice 4
by Gamasutra Community [05.28.15]
Four years in to creating a game that spiked in popularity beyond its developers wildest dreams: A postmortem of boom times, a changing business model, and a studio's transformation.
Business/Marketing, Design, Production, Art, Console/PC, Indie

Getting metroidvania Environmental Station Alpha into the world  
by Gamasutra Community [05.28.15]
Developing a metroidvania over three years: A candid look back at the iterative design process for a 2D indie game.
Design, Production, Console/PC, Indie

Smooth moves: Designing VR games that won't make players sick Exclusive 5
by Alex Wawro [05.27.15]
Gamasutra chats with a few VR game designers to figure out what they've learned about not making people sick, and how other developers can apply those learnings to their own projects.
Design, Console/PC, Indie, Smartphone/Tablet, Exclusive

Oculus Rift price teased; new input solution to show at E3 in June 2
by Christian Nutt [05.27.15]
News out of the Code Conference comes via Oculus VR CEO Brendan Iribe, who drops a few more details on what you'll expect to pay and how the tech might evolve.
Business/Marketing, Console/PC, Indie

Don't Miss: Games from the trash - A history of the TRS-80 Exclusive 25
by Dale Dobson [05.27.15]
In this 2012 retrospective, Gamasutra pays homage to a system beloved by many but forgotten by everyone else: Radio Shack's first computer, the underpowered friend to many budding game designers.
Business/Marketing, Design, Programming, Console/PC, Exclusive

Turning feelings into mechanics: The narrative design of Apartment 3
by Gamasutra Community [05.27.15]
How the interactive narrative of IGF student showcase nominee apartment: a separated place came to be: From conception through to design and execution -- tales told many ways.
Design, Console/PC, Indie

Design challenges for virtual reality games 1
by Gamasutra Community [05.27.15]
"Over the last weekend I took part in the VR Game Jam... This article is a quick summary of current challenges in VR based on how they manifested during the jam and the presentations leading up to the jam."
Design, Console/PC, Indie


Postmortem: Pinball-RPG hybrid Rollers of the Realm 5
by Sean Thompson, Tony Walsh, Ericka Evans, David Evans [12.31.14]
What happens when an indie studio pulls in triple-A talent to make a game with a really weird twist? This postmortem covers the development of pinball/RPG hybrid Rollers of the Realm.
Design, Postmortem, Console/PC, Indie

Best of 2014: Gamasutra's Top Games of the Year 10
by Christian Nutt, Brandon Sheffield, Kris Graft, Alex Wawro, Leigh Alexander, Phill Cameron [12.22.14]
Making a definitive "best of" is impossible, thanks to the diversity of games out there. But Gamasutra's small staff, naturally, played a whole lot of games this year, and we all have strong opinions about the ones we loved.
Design, Console/PC, Smartphone/Tablet, Mobile Games

Q&A: New AAA studio from 2K Games all about players' stories 7
by Christian Nutt [12.04.14]
Today, 2K Games announced the formation of a new internal studio, Hangar 13, lead up by Haden Blackman. This brand new interview delves into how he hopes to push the boundaries of triple-A game development.
Design, Interview, Console/PC

Stalled engine: The TurboGrafx-16 turns 25 28
by Christian Nutt [09.12.14]
25 years ago, NEC released the video game system that fell first in the 16-bit console wars -- but what an interesting failure it was. The history of the TurboGrafx-16 as told by those who were there.
Business/Marketing, Console/PC, History

Gamasutra Explains: The YouTuber Phenomenon 22
by Christian Nutt [07.31.14]
What do YouTubers do? Who are they? Why does it matter to you? Gamasutra looked into the phenomenon and created a handy guide so you can get up-to-speed on it.
Business/Marketing, Console/PC, YouTube


Of the importance of the form factor  
by Thomas Bidaux [05.27.15]
Looking at how form factor (or my own definition of it I guess) plays a key role in the design of video games.
Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

How to Make the Best "Let's Play" on YouTube  
by Shaun Chatman [05.27.15]
Before YouTube and Imgur became hubs for gaming advice, players had to read GameFaq.com, Nintendo Power, and message boards to learn how to beat video games. This is a better world now, full of Let's Play videos and images that entertain as well as inform
Production, Console/PC

2nd Bird Development: How to Justify Game Jams  
by Nicholas Lives [05.27.15]
Game jams are fun, but it's hard to justify doing them during large-scale projects. Well you can have your cake and eat it too so long as you slice it right.
Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie

Discussing Positive False Choices in Game Design  
by Josh Bycer [05.26.15]
The concept of false choices is revisited in today's post, but looking at when things are too good and rendering the choice moot
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Automation and continuous delivery with MonoGame  
by Simon Jackson [05.26.15]
Thanks to a lot of hard work in the background the Monogame team have implemented continuous NuGet delivery and enabled Windows 10 deveopment through new UAP/UWP project support
Programming, Console/PC, Indie


Respawn Entertainment — San Fernando Valley, California, United States
[05.27.15]
QA Tester


Respawn Entertainment — San Fernando Valley, California, United States
[05.27.15]
Technical Animator
Respawn Entertainment is looking for enthusiastic Technical Animator to join our team. The Technical Animator will be responsible for helping to maintain an efficient pipeline, building tools, and working closely with the animation and 3D art teams.

Respawn Entertainment — Van Nuys, California, United States
[05.27.15]
Senior Systems Designer
Respawn is seeking a Senior Systems Designer to embrace and contribute to the project vision, specifically in the areas of hero control/mechanics, enemy design, AI behaviors, combat/weapons, class design, skills/progression, story, and boss encounters.

Respawn Entertainment — Van Nuys, California, United States
[05.27.15]
Software Engineer (mid and senior level)
Respawn is looking for sharp Software Engineers, both senior and mid level, with strong coding skills.

Respawn Entertainment — Van Nuys, California, United States
[05.27.15]
Server Software Engineer
As we work on a new game, we're looking for talented engineers to join us to work on the next generation of our game servers and backend servers and expand it to be better, smarter, and do more.

Respawn Entertainment — San Fernando Valley, California, United States
[05.27.15]
Quality Assurance Manager
Respawn is looking for a passionate QA Manager to join our development team. Manage the current QA team and continue to build and refine the team and processes, and help us ship bug free games.

Hidden Variable Studios — Los Angeles, California, United States
[05.27.15]
Programmer
Come join Hidden Variable Studios – a small, experienced team of indie developers based in Los Angeles, CA. With three titles and over 15 million downloads to our name, we’re seeking a wildly talented programmer who is in it for the long haul and wants to put their creativity, love of technology and passion to use. Help us turn something incredible into a reality.

Nexon America, Inc. — El Segundo, California, United States
[05.27.15]
Local Content Coordinator - Brazilian Portuguese (Contract)
Local Content Coordinator - Brazilian Portuguese (Contract)

Nexon America, Inc. — El Segundo, California, United States
[05.27.15]
Local Content Coordinator - Latin Spanish (Contract)
Local Content Coordinator - Latin Spanish (Contract)

Sony Computer Entertainment America LLC — Los Angeles, California, United States
[05.27.15]
Senior Concept Artist
Senior Concept Artist Wanted at Santa Monica Studio!