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July 24, 2016
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July 24, 2016
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Developers provide their [spoiler-free] take on Inside 2
by Joel Couture [07.22.16]
"Inside is the most traumatic game experience I've had. But that's exactly why I find it incredible. The game is the perfect compilation of all of my deepest fears."
Design, Production, Art, Console/PC, Indie, Video

Heroes of the Storm player arrested for death threats against Blizzard 5
by Alex Wawro [07.22.16]
28-year-old Stephen Cebula was arrested last week after sending threatening messages to Blizzard Entertainment and players of its games, most notably†Heroes of the Storm.†
Console/PC, Social/Online

Trials dev tries something new: Ace the demo, get the game for free 1
by Alex Wawro [07.22.16]
Ubisoft and RedLynx are trying something interesting by (for a limited time) giving free copies of Trials of the Blood Dragon away for free to players who can beat the demo with 15 or fewer faults.
Business/Marketing, Console/PC

CD Projekt Red wants Sony to greenlight cross-platform play 3
by Chris Kerr [07.22.16]
The Witcher developer CD Projekt Red has called for Sony to greenlight cross-platform play with Xbox Live.
Business/Marketing, Console/PC

Devs weigh in on the competitive state of Overwatch 3
by Bryant Francis [07.21.16]
We talked to some developers to get their take on what Blizzard is prioritizing in their Overwatch updates, the tweaks they've made to the multiplayer experience, and the competitive mode.
Design, Art, Console/PC, Video

The practical benefits of making games for older folks 8
by Alex Wawro [07.21.16]
In a new feature on how the game industry is overlooking its older members, game designer and Indiecade cofounder Celia Pearce tells Polygon "this isnít a utopian dream; itís a business opportunity."
Business/Marketing, Console/PC

GDC 2017 announces call for submissions  
by Staff [07.21.16]
Heads up game devs: GDC 2017 officials have opened the annual Call for Papers for the GDC 2017 Main Conference, from now through August 18th.
Audio, GDC, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing

How Fundbetter devs stretch the boundaries of story-driven games  
by Bryant Francis [07.20.16]
We sat down with the developers funded by Failbetter Games' Fundbetter program for their thoughts on what it takes to create strong interactive fiction.
Design, Production, Console/PC, Indie

When Unity's Frame Debugger is not enough: RenderDoc  
by Ruben Torres [07.22.16]
Since version 5, Unity has shipped a new tool for visually debugging your frames: the†Frame Debugger. Iíll briefly describe how to use the frame debugger and afterwards Iíll point out the drawbacks that can be addressed through other tools.
Programming, Console/PC, Indie

A More Personal Steam  
by Gregory Love [07.22.16]
Nearly two years after Valve went all in on a customized store experience with the release of the Steam Discovery Update, there is a lot more that Steam could be. That it should be.
Business/Marketing, Console/PC, Indie, VR

Game UX Summit 2016 Ė All Sessions Summary  
by Celia Hodent [07.22.16]
This detailed post describes all the Game UX Summit 2016 sessions, one by one. This event brought together†15 renowned speakers from various UX-related disciplines, from game studios and academia. The keynote speakers were Don Norman and Dan Ariely.
Business/Marketing, Design, Production, Art, Console/PC, Serious, Social/Online, Smartphone/Tablet, VR

Assassin's Creed: Revelations and the Importance of Cutting Features  
by Stanislav Costiuc [07.22.16]
Let's examine how cutting features from a game can help make a better experience.
Design, Console/PC

The Vanishing of Milliseconds: Optimizing the UE4 renderer for Ethan Carter VR  
by Leszek Godlewski [07.21.16]
The Vanishing of Ethan Carter, with its rich visuals and a graphics workload somewhat uncommon for Unreal Engine 4, has been a difficult case for attaining VR perf targets. This is a story of scraping off frame render time, microsecond by microsecond.
Programming, Console/PC, Indie, VR

Respawn Entertainment — Chatsworth, California, United States
Art Producer
Respawn Entertainment is looking for an experienced outsourcing and asset approvals producer for the Star Wars TM team. This is a rare opportunity to contribute to a beloved franchise with a talented and seasoned team.

Nintendo of America Inc. — Austin, Texas, United States
RETRO STUDIOS - Tools Engineer
Tools Engineer for Retro Studios

Irrational Games — Westwood, Massachusetts, United States
Sr. World Builder
The studio formerly known as Irrational Games is looking for a Senior World Builder. In this role, you will be helping to craft and create our worlds. You will need to combine a strong aesthetic sense in creating visually interesting spaces with a solid understanding of level design.

War Drum Studios — Gainesville, Florida, United States
Game and Systems Programmer
We are looking for a talented C++ programmer who wants to work on challenging problems and implement and own new systems. Join us as we have our cake and eat it to: we work on some of the best games in the business while also enjoying a small team environment.

YAGER Development GmbH — Berlin, Germany
Data Analyst (f/m)
We are looking for a skilled Data Analyst who wants to work as part of our AAA F2P project Dreadnought. Support us in providing information that will improve our game.

Bohemia Interactive Simulations — Orlando, Florida, United States
Associate Producer

Sucker Punch Productions — bellevue, Washington, United States
Lead Writer
Lead Writer

Respawn Entertainment — CHATSWORTH, California, United States
Game Designer - Camera Systems
Respawn is looking for a Camera Designer to contribute to a new 3rd person, action-adventure Star Wars TM game. The Camera Designer will design and oversee all elements of runtime camera systems. This is a rare opportunity to contribute to a beloved franchise with a talented and seasoned team.

Respawn Entertainment — CHATSWORTH, California, United States
Server Software Engineer
Respawn is looking for a server based engineer to join our small server team and help us continue to build on our existing backing server infrastructure (aka Stryder). We want someone to implement new features, improve existing ones, and build for high scalability.

Skydance Interactive — Marina del Rey, California, United States
Senior Full-Stack Engineer
Senior Full-Stack Engineer for Online Games