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August 26, 2016
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August 26, 2016
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Game Design Deep Dive: Building truly cooperative play in Overcooked  
by Phil Duncan [08.26.16]
"With Overcooked, we wanted to make a game which was much more focused on how a team works together rather than simply adding more players to a single player experience."
Design, Console/PC, Indie, Video

Steam Spy opts to publicize game data despite dev takedown requests 4
by Bryant Francis [08.25.16]
Despite developer concerns, Sergey Galyonkin says he will not be removing any more games from Steam Spy's listings, and has restored previously removed ones.
Business/Marketing, Console/PC

Nintendo bolsters supply chain with NX on the horizon 1
by Chris Kerr [08.25.16]
Nintendo has purchased a 70 percent stake in JESNET, one of its largest console distribution partners in Japan, for $46.5 million.
Business/Marketing, Console/PC

Sponsored: 7 tips to getting a job in video games  
by Jill Henderson [08.23.16]
Industry veteran, Jill Henderson says there is some magic to getting that first job in the games world and shares her 7 tips for getting a job in video games.
Console/PC, Indie, Sponsored Article

Dead By Daylight sales top 1 million after two months  
by Chris Kerr [08.25.16]
Over 1 million copies of Starbreeze and Behaviour Digital's asymmetrical multiplayer horror title Dead By Daylight have now been sold.
Business/Marketing, Console/PC

Obduction let Cyan experiment with VR in a non-Myst universe  
by Richard Moss [08.24.16]
Obduction, which is out today, is Cyan's first game in 25 years that isn't set in the Myst universe. We talked to Rand Miller about world building, puzzle crafting, and designing for VR.
Design, Art, Console/PC, Indie, History, Video

Don't Miss: The game dev postmortem of the original DotA 7
by Steve Feak, Steve Mescon [08.24.16]
In this classic postmortem, some of the key figures behind seminal Warcraft III mod Defense of the Ancients provide a look at what went right and wrong during development of the trailblazing game.
Design, Programming, Console/PC, Indie, Social/Online

Titanfall dev speaks to the value of slower, simpler multiplayer 2
by Alex Wawro [08.24.16]
Titanfall 2 game director Steve Fukuda speaks to Shacknews about how Respawn is trying to make the game more readable -- and learnable -- by slowing it down and simplifying some of the map design.
Design, Console/PC, Social/Online



A morning at one of the oldest game studios  
by Brad Wardell [08.25.16]
A day in the life of the CEO of one of, if not these oldest PC gaming studios in the industry.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online

Alien Languages: How We Talk About Procedural Generation  
by Michael Cook [08.25.16]
The right words can motivate anyone about your game - but are we all speaking the same language? The response to No Man's Sky is the latest warning that a lot of what we mean when we talk about procedural generation is getting lost in translation.
Design, Programming, Console/PC, Indie

The Deep, Dark Secret of No Man's Sky: You're The Bad Guy 5
by Sean May [08.24.16]
No Man's Sky casts the player as a lone explorer, flung into a vast universe of untold riches and possibilities...but, that doesn't mean you're playing as a hero.
Design, Console/PC

The Workflows of Creating Game Ready Textures and Assets using Photogrammetry  
by Joseph Azzam [08.24.16]
In this article I will be going over multiple photogrammetry techniques that I stumbled upon, experimented with, and used in order to create the textures for the castle. I will be going over many solution to delight a texture, and create a tile-able one.
Art, Console/PC, Indie

Picking the Best College for Game Development 4
by Becca Hallstedt [08.24.16]
A lot of people want to go to a university for game development, but is it worth the cost? Here's some advice about the steps to take before whipping out your wallet.
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR


Shiny Shoe — San Francisco, California, United States
[08.25.16]
Gameplay and Engine Programmer


Within — Los Angeles, California, United States
[08.25.16]
Java Engineer


Double Fine Productions — San Francisco, California, United States
[08.25.16]
Lead Animator
Double Fine Productions is currently looking for a highly experienced Lead Animator to join our team and contribute to Psychonauts 2!

Double Fine Productions — San Francisco, California, United States
[08.25.16]
Lead Level Designer
We’re looking for someone to help us create an environment of strong collaboration, regular mentorship, respectful critique, and creative empowerment. We’ll need to you understand and drive all aspects of the level design process from a technical standpoint, while also not being constrained creatively by the basic physical laws of reality. We want to make the best game Double Fine has ever shipped and we want you to help us—come join us & make Psychonauts 2!

Double Fine Productions — San Francisco, California, United States
[08.25.16]
Lead Programmer
Double Fine Productions is currently looking for an experienced Lead Programmer to join our studio and lead the programming team for Psychonauts 2!

Double Fine Productions — San Francisco, California, United States
[08.25.16]
Senior Programmer
Double Fine Productions is currently looking for an experienced Senior Programmer to join our team and contribute to Psychonauts 2!

Lionbridge Technologies — Bellevue, Washington, United States
[08.25.16]
Natural Language Processing Global Program Director (#331)


Lionbridge Technologies — Bellevue, Washington, United States
[08.25.16]
Director of Web Publishing- #344


Lionbridge Technologies — Irvine, California, United States
[08.25.16]
Software Test Engineer (STE) -Irvine, CA-(#326)


Hi-Rez Studios — Alpharetta, Georgia, United States
[08.25.16]
Character Aritst
Hi-Rez Studios is looking to hire an innovative Character Artist to join our Character Art team and work at our studio in Alpharetta, Georgia. At Hi-Rez, you will have an opportunity to be part of an innovative environment that embraces new and different ideas. We are a passionate and enthusiastic bunch who love video games. We have incredibly talented individuals who are empowered to create and challenged to learn. All of this means more opportunities for you to unleash your creativity and dedication. Come join the creator of the critically acclaimed games SMITE, Tribes: Ascend, and Global Agenda as we embark on exciting new game projects!