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May 3, 2016
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May 3, 2016
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PICO-8 'fantasy console' to become an actual handheld console -- sort of  
by Alex Wawro [05.03.16]
Lexaloffle Games' PICO-8 "fantasy console" is going to get a physical, handheld version when it ships pre-installed (with a library of built-in games)†on Next Thing's $49†PocketCHIP handheld computer.
Business/Marketing, Console/PC

Riot's path to building a collegiate eSports program  
by Bryant Francis [05.03.16]
We spoke to Riot Games about what developers can learn from their efforts building a collegiate League of Legends tournament.
Business/Marketing, Console/PC

Ammo systems and BioShock 3
by Gamasutra Community [05.03.16]
"The more I use it the more comfortable I get with it, and thus the more I use it. This increasing preference-for/reliance-on a single gun poses a couple problems from a game design standpoint."
Design, Console/PC

A brief history of the fireball in fantasy games 6
by Jon Peterson [05.02.16]
History at its hottest. A look at the development of the long-range attack known as Fireball, from homebrew tabletop to LARP to blockbuster RPG videogames.
Console/PC, History

The past, present, and future of FMV in games 2
by Gamasutra Community [05.03.16]
From Dragon's Lair to Night Trap, to Her Story: What video in games has been used for and can be used for in the future.
Design, Console/PC, Indie

Patrice Desilets: 30 words on creativity, plus a peek at 1666  
by Brandon Sheffield [05.02.16]
In his talk at the Reboot Develop conference, Patrice Desilets discussed 30 words that he associates with creativity...and showed off some in-engine footage of his game 1666: Amsterdam
Design, Console/PC

Nintendo's president gets grilled on its mobile business, NX plans 1
by Christian Nutt [05.02.16]
President Tatsumi Kimishima goes up in front of his company's investors -- and despite their best efforts, remains cagey about the company's future, even in the near-term.
Business/Marketing, Console/PC, Smartphone/Tablet

Applying lessons from Warcraft's world to Overwatch arenas  
by Bryant Francis [04.29.16]
We spoke to Blizzard's Aaron Keller about the design of Overwatch's first-person shooter arenas, and how lessons he learned from designing maps for World of Warcraft still matter today.
Design, Console/PC

Your problems are not always what they seam: combining different meshes into seamless procedural characters 1
by Yanko Oliveira [05.02.16]
My current personal project, Bestiarium, depends heavily on procedural character generation. In this post, I discuss how changing my perspective on a problem led me to create a solution for combining several meshes into one smooth, seamless character.
Programming, Console/PC, Indie

Video in Video Games: The Past, Present, and Future of FMV 2
by Ethan Thibault [05.02.16]
Full-Motion Video (alternatively referenced as "Live Action") has been a part of video games for a long time, with a bizarre history. I aim to analyze and categorize its usage in games, and offer some creative possibilities for the future.
Design, Console/PC, Serious, Indie, Smartphone/Tablet, VR

Measuring a Competitor's Audience: Vainglory & Paragon  
by Jake Parmley [05.02.16]
Red Fox Insights is exploring the MOBA genre - finding which games resonate strongest with which audiences. We began with Epic Gamesí MOBA Paragon and the mobile MOBA, Vainglory.
Business/Marketing, Production, Console/PC, Serious, Smartphone/Tablet

Antegods Development Update 6: Feedback, Colors and Dashing (but not through the snow)  
by Peter de Jong [05.02.16]
Antegods is a fast-paced battle arena set in a stonepunk universe. After having shown the game to the public for the first time during GDC, we go in-depth on our experiences and learnings from this event.
Design, Programming, Art, Console/PC, Indie

Xbox 360: The Good, the Bad, and The Ugly - part 1  
by Steve Bailey [05.02.16]
Microsoft recently announced the discontinuation of the Xbox 360, a console that's played a major part in my life. Here I'll write about three aspects that help define my memory of the machine.
Business/Marketing, Console/PC, Indie

YAGER Development GmbH — Berlin, Germany
Outsource Artist (f/m)
As an Outsource Artists at YAGER you are responsible for managing outsourced art assets going to and coming from our outsourcing partners. To ensure the highest quality artwork you need to have a keen eye for artistic quality and experience creating 3D game art. You will be working on Dreadnought (, an awesome and exciting AAA F2P project with an international team of highly experienced and talented developers that are passionate about their work.

Lionbridge Technologies — Seattle, Washington, United States
Games Software Test Engineer-GES14908

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

War Drum Studios — Gainesville, Florida, United States
Game and Systems Programmer

CCP — Atlanta, Georgia, United States
Rendering/Graphics Engineer

CCP — Reykjavik, Iceland
Game Design Director

Loot Crate — Los Angeles, California, United States
Game Producer
Loot Crate has expanded the Loot Crate experience to encompass games, digital products, augmented reality and more interactive experiences. We’re now on the hunt for an experienced game producer to lead our interactive efforts.

Sucker Punch Productions — Bellevue, Washington, United States

Sucker Punch Productions — Bellevue, Washington, United States
Systems Designer

Sucker Punch Productions — Bellevue , Washington, United States
Senior-Level Concept Artist