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May 3, 2015
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May 3, 2015
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Hands-on: Looking at AR game dev through Microsoft's HoloLens 2
by Alex Wawro [05.01.15]
Microsoft brought a few crates of HoloLens prototypes to its developer conference in San Francisco this week, so Gamasutra spent an afternoon tinkering with the upcoming augmented reality headset.
Programming, Console/PC

Novelty out of nostalgia: Josh Sawyer on Pillars of Eternity Exclusive 1
by Phill Cameron [05.01.15]
We talk to Josh Sawyer about the difficulties and opportunities of recreating the feel and style of Baldur's Gate and Icewind Dale in Pillars of Eternity.
Design, Production, Art, Console/PC, Indie, Exclusive

Dark dreams really don't die: Swery on D4's journey to PC 1
by Brandon Sheffield [05.01.15]
Access Games' former Xbox One exclusive episodic series D4 is coming to PC. We spoke with D4 director Swery about the shift, and got a taste of season 2.
Design, Production, Console/PC, Indie

The history of Gradius: A look back at 30 years of Konami shooting 5
by Kurt Kalata [04.30.15]
Remember Gradius? Konami's stand-out 2D shooter franchise was released 30 years ago this month, and Hardcore Gaming 101's Kurt Kalata takes us on a stroll through its releases.
Business/Marketing, Design, Console/PC, History

Where is your mod, now?: How Valve's paid mod program imploded in four days 46
by Bryant Francis [04.29.15]
Valve Software wanted to see amateur modders get paid for their work. But diving headfirst into the tight-knit modding community meant more than ironing out legal and financial issues.
Business/Marketing, Design, Programming, Console/PC

Implications of a global market on random success 9
by Gamasutra Community [04.30.15]
"When culture is global, and popularity is global, there is only one chart. THE chart. Everyone knows what everyone likes, and what already has coverage gets more coverage. Saturation coverage."
Business/Marketing, Console/PC, Indie, Smartphone/Tablet

Programming pathfinding in 2D platformers 6
by Gamasutra Community [04.30.15]
"When I was thinking about the enemies behavior of the game project Iím working on, I just typed in my design document 'follow the player.' And these 3 words almost drove me crazy!"
Programming, Console/PC, Indie

Valve launches new OpenVR SDK to expand SteamVR development  
by Alex Wawro [04.30.15]
Valve's rollout of VR development tools continues today with the public release of its OpenVR SDK, an updated version of its Steamworks VR API that can be used to make games that support SteamVR.
Business/Marketing, Console/PC


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 10
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 7
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 28
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 22
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


Virtual Game Dev - How I Learned to Love Remote Workers 1
by Dennis Piatkowski [05.01.15]
Developers large and small are leaving undiscovered talent on the table. Why? How do you make it work? Here are some guidelines learned from twenty years of experience on both sides of the line.
Audio, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Business/Marketing, Smartphone/Tablet

Rethinking Fighting Games as Geometric Debates: Ecosystems of Strategy  
by quantum potato [04.30.15]
Rethinking Fighting games from Button Masher to Geometric Debate. Fighting game developers design an ecosystem out of their language, players evolve that ecosystem by developing the metagame of viable strategies.
Design, Console/PC, Indie

Pick a Feeling. Chase it. 4
by Shane McCafferty [04.30.15]
Designing games from a single feeling.
Design, Programming, Production, Console/PC, Indie, Smartphone/Tablet

The Virtual Reality Game Music Composer  
by Winifred Phillips [04.30.15]
Composing music for VR games on the Morpheus, Oculus Rift and HTC Vive could be tricky. Using Nick Ward-Foxton's GDC talk as a jumping off point, I'll explore the problems (and some possible solutions) for making music fit into the VR experience.
Audio, Console/PC

Not every game has to be F2P 2
by Abhinav Sarangi [04.30.15]
The blog post is based on a recent talk I gave at PGConnect Bangalore. I would like to put forward the idea that not every game has to be F2P. For some game and some indies, paid games can represent a viable business model.
Business/Marketing, Design, Console/PC, Indie, Smartphone/Tablet


2K — Novato, California, United States
[05.01.15]
Recruiting Coordinator – Temp


2K Las Vegas — Las Vegas, Nevada, United States
[05.01.15]
Lead QA Tester
Leads a team in executing test plans on pre-release versions of software to detect and record product defects.

Nexon America, Inc. — El Segundo, California, United States
[04.30.15]
3D Character Rigger
The 3D Character Rigger will be highly skilled at creating flexible and intuitive control characters rigs that can support any animation applied. This person will be able to create rigs that include believable and accurate deformations, IK and FK options, versatile rig design, proper control set-ups and curves, etc. The 3D Character Rigger will also have experience skinning costumes on video game characters using 3ds Max.

Nexon America, Inc. — El Segundo, California, United States
[04.30.15]
Investigations Representative
The Investigator is responsible for finding, researching and reporting game-breaking issues to the production teams. This includes gathering and analyzing data from the game and other sources regarding serious issues.

Nexon America, Inc. — El Segundo, California, United States
[04.30.15]
Brand Manager
Brand Manager

The Art Institute of Washington — Arlington, Virginia, United States
[04.30.15]
PT Video Game Programming Instructor


Monolith Productions — Kirkland, Washington, United States
[04.30.15]
Senior Project Manager
Monolith Productions seeks a Senior Project Manager (PM) to be responsible for shipping a large AAA quality product on multiple platforms simultaneously through all phases of production. The PM is the focal point and key driver of the process and tracking of the game.

Monolith Productions — Kirkland, Washington, United States
[04.30.15]
Senior Software Engineer - Graphics
Monolith Productions, a division of WB Games Inc., seeks a Senior Software Engineer - Graphics to work closely with the award-winning technology team behind the Middle Earth: Shadow of Mordor franchise, building cutting-edge technology and powering the development of Monolith's next generation of console and PC games.

Human Head Studios, Inc. — Madison, Wisconsin, United States
[04.30.15]
Technology Programmer


Moonbot Studios — Shreveport, Louisiana, United States
[04.30.15]
Game Designer