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April 1, 2015
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Game Design Deep Dive: Tapping to control musical monkeys in Jungle Rumble  
by Trevor Stricker [04.01.15]
How do you make a musical action game that isn't simply monkey-see, monkey do? This Deep Dive takes you into the design of Jungle Rumble, a rhythm game that isn't typical.
Audio, Design, Production, Console/PC, Indie, Smartphone/Tablet

The curious alternative distribution of Samorost 2: Newspaper stands  
by Brandon Sheffield [04.01.15]
They released each "newspaper" version of the game 6 or 7 months after the proper release of the game. "It was kind of an experiment," says Amanita's Jakub Dvorsk.
Business/Marketing, Console/PC, Indie

Remaking Gabriel Knight: A 20th-anniversary postmortem  
by Katie Hallahan [03.31.15]
This in-depth postmortem tackles the new remake of Gabriel Knight: "we wanted to make sure we did it right -- that this game got the love, attention and hard work it richly deserved."
Audio, Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie, Smartphone/Tablet

Use BioWare's networking tech in your game -- for free 1
by Alex Wawro [03.31.15]
BioWare has released an open source version of the Java tech that powers Dragon Age: Inquisition's persistent online systems in an effort to further develop it with help from the community.
Production, Console/PC

Today's the day Sony shuts down PlayStation Home for good  
by Alex Wawro [03.31.15]
After nearly seven years, Sony is shutting down its PlayStation Home virtual world for good across all territories -- though the company shut off PlayStation Home revenue for developers some time ago.
Business/Marketing, Console/PC

10 secrets to extend your game's life 4
by Gamasutra Community [03.31.15]
"Many of these methods revolve around ways to get players to replay content or leveling systems in a new way, often incorporating some algorithmic changes or content changes."
Business/Marketing, Design, Console/PC, Indie, Smartphone/Tablet

The History of Captain Forever Exclusive 10
by Farbs [03.30.15]
Veteran indie games developer Farbs details the checkered history of his Captain Forever series of games.
Design, Programming, Production, Console/PC, Indie, Exclusive

New Twine game simulates life as a AAA game writer 3
by Alex Wawro [03.30.15]
Developer Matthew S. Burns has written a Twine game about writing for big-budget games that sheds light on what it might feel like to be in the narrative hotseat during a AAA game design meeting.
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 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

Game Design Deep Dive: Tippity-tapping the screen to control a tribe of monkeys in Jungle Rumble  
by Trevor Stricker [03.31.15]
Jungle Rumble is a rhythm game where players use a rhythmic-grammar control scheme. What does that mean? And how is this different from a follow-the-script rhythm game?
Design, Console/PC, Indie, Smartphone/Tablet

The Butterfly Effect  
by Kevin Ryan [03.31.15]
A discussion of how reading Nate Silver's "The Signal and the Noise" reminded me of several challenges I had in implementing physics for Contraption Maker.
Design, Programming, Console/PC, Indie

GDC 2015 The Delayed Impressions of a Games User Researcher  
by Ben Lewis-Evans [03.31.15]
What does a Games User Researcher attending GDC for the first time (along with the Games User Researcher Summit) think of the whole thing? This is an attempt to catalog and describe my experiences, with summaries of every talk I attended.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Design, Business/Marketing, Smartphone/Tablet

Memorable Names for Virtual Things 2
by Rob Lockhart [03.31.15]
When creating proper names for fictional people, places and things in a game (or other creative endeavor), there are some tricks you can use to help your players keep them distinct and organized in their minds.
Design, Console/PC, Indie, Smartphone/Tablet

Think of the consequences  
by Craig Kelly [03.31.15]
this blog is disusing in general the trope of story driven games to consequence driven games like using Mass Effect as an example and Dead Space as the story driven. this as a part of a college assignment.
Design, Console/PC

Respawn Entertainment — Van Nuys, California, United States
UI/UX Designer
Respawn is looking for a UI/UX Designer who will create the user interface and experience for our players. Create the “flow” to help guide players through attractive but clear menus and options to create a seamless, easy to navigate gaming experience.

Cloud Imperium Games — Austin, Texas, United States
DevOps/Systems/Network Engineer

Respawn Entertainment — Van Nuys, California, United States
Senior Level Designer
Respawn is looking for experienced level designers to help bring to life a new 3rd person action/adventure game.

Respawn Entertainment — Van Nuys, California, United States
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
Systems 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.

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

Sony Computer Entertainment America LLC — Bend, Oregon, United States
Senior Staff Graphics Programmer
Senior Staff Graphics Programmer

Sony Computer Entertainment America LLC — Bend, Oregon, United States
Senior Animation Programmer
Senior Animation Programmer

Filament Games LLC — Madison, Wisconsin, United States
Game Engineer

Remedy Entertainment — Espoo, Finland
VFX Artist