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January 30, 2015
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Horror in the Making: How Red Barrels outlasted Outlast 4
by Philippe Morin [01.29.15]
Development of Red Barrels' Outlast was as intense -- and at times as horrifying -- as the game itself. Studio co-founder Philippe Morin writes about the ups, downs, and ultimate success of the survival horror game.
Design, Production, Console/PC

Trailer trouble: Dealing with pixel-art backlash 36
by Gamasutra Community [01.29.15]
Two days ago, we released our first "big" trailer. It got a lot of views, but a very vocal minority downvoted it, and got extremely mad about our use of pixel art. Here are some of our learnings from the experience.
Business/Marketing, Console/PC, Indie

Valve's economist is now the finance minister of Greece 5
by Alex Wawro [01.28.15]
Economist Yanis Varoufakis, known best in game development circles for his work as Valve's economist-in-residence, is now the new finance minister of Greece.
Business/Marketing, Console/PC

Game jams, and the difference between hacking and engineering 7
by Gamasutra Community [01.28.15]
Lessons learned when coding late at night on a tight deadline: "The issue of hackers vs. engineers is often framed as a question of identities, as a clash of cultures. I don't think that's healthy."
Programming, Console/PC, Indie

Nintendo returning to profits, but is still struggling to sell hardware 4
by Christian Nutt [01.28.15]
Nintendo had a profitable quarter, and is on track for a full-year profit -- but the company is still fighting to make up lost ground amidst weak sales of the Wii U and 3DS year-on-year.
Business/Marketing, Console/PC

Road to the IGF: Drool's Thumper  
by Phill Cameron [01.28.15]
Marc Flury and Brian Gibson of Drool detail how they made the powerful audio of their IGF nominated game, Thumper.
Audio, Design, Programming, Console/PC, Indie

The Game Outcomes Project: What great teams do 12
by Gamasutra Community [01.27.15]
The Game Outcomes Project concludes its inaugural series of posts with a summary -- one that lists 40 factors that make for great teams, ordered from most to least relevant.
Production, Console/PC

Hear game dev tips from Xbox frontman Phil Spencer at GDC  
by Staff [01.28.15]
Phil Spencer, head of Xbox and gaming at Microsoft, will be delivering a sponsored hour-long talk at GDC 2015 on how developers can best make games across the Xbox One and Windows 10.

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 9
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 6
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 26
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 21
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

Kickstarter in 2014 across all categories 1
by Thomas Bidaux [01.29.15]
Last year I did a general overview of Kickstarter across all categories for 2013 and now seems like a good time to go through a similar exercise for 2014. This goes wider than just video games but gives better insights on the platform and its health.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet

Dreaming in Eorzea: thoughts on Final Fantasy XIV  
by Cuauhtemoc Moreno [01.29.15]
I enjoy games mostly for the beauty that happens in the intersection of my imagination with that of the creators. I have been casually playing this game for several months now, This article features thoughts specific to my experience in it.
Design, Art, Console/PC

Boy and His Pup: Creation of an indie game trailer: Look into the process  
by Syid Massiah [01.29.15]
An insight into the creation of our trailer and the thought process that went into it's inception.
Business/Marketing, Art, Console/PC, Indie, Smartphone/Tablet

Aegis Defenders Crowdfunding Post-Mortem, Pt. 2: The Video  
by Scott Stephan [01.29.15]
In the 2nd part of our Kickstarter advice series we talk about a major choke point for a lot of campaigns: The Video.
Business/Marketing, Console/PC, Indie

Steam’s Monopoly and the Uphill Battle for Competition  
by Josh Bycer [01.29.15]
Today's post examines the challenges of finding another company capable of competing with Steam and despite so many people hoping for a competitor, Steam is going to remain #1 for a very long time.
Business/Marketing, Design, Programming, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Sanzaru Games Inc. — Foster City, California, United States
Character Artist

Cloud Imperium Games — Austin, Texas, United States
Associate Server Engineer

Cloud Imperium Games — Austin, Texas, United States
Reliability Engineer

n-Space — Orlando, Florida, United States
Senior Gameplay Engineer
n-Space is seeking an experienced Engineer for our gameplay team on an exciting new project. You will be working with a small, agile, and tightly knit team that is engaged and passionate about making an extremely high quality experience for our players. Candidates should have a love of games and enjoy working closely with designers and artists in a creative and supportive atmosphere. The project is an upcoming high-profile action RPG for PC, Xbox One, and PlayStation 4.

Hangar 13 — Novato, California, United States
Graphics & Rendering Engineer
Hangar 13 seeks the talents of a seasoned graphics programmer who enjoys a collaborative and creative work environment and is looking to push the boundaries of cutting edge 3D graphics. Research, develop, implement, and debug high-end and photorealistic graphics techniques applicable to characters and large-scale environments.

MGA Entertainment — Van Nuys, California, United States
Senior 2D Animator/Illustrator/Designer

Vicious Cycle Software — Morrisville, North Carolina, United States
Tools/Engine Programmer

Beachhead / Activision — Santa Monica, California, United States
Lead Unity Engineer - Beachhead
See job description.

Raven Software / Activision — Madison, Wisconsin, United States
Senior UI Engineer - Raven
See job description.

Raven Software / Activision — Madison, Wisconsin, United States
Sr. Gameplay Engineer - Raven
See job description.