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August 20, 2017
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Bringing Piczle Lines DX from mobile to Nintendo Switch  
by James Kay [08.17.17]
"The basics were ported in a matter of a couple of weeks. Of course, no project is ever as easy as it looks, and Piczle Lines DX for Switch too ran into a couple of snags." - James Kay, designer on Piczle Lines DX.
Design, Production, Console/PC, Smartphone/Tablet

How Sonic Mania's devs made the old new (and good) again 2
by Jon Irwin [08.16.17]
“I've been researching for this project for the last 26 years. The wealth of knowledge amongst our team is so vast that between us, we have the entire tapestry of Sonic on the back of our hands.”
Design, Console/PC, Video

Deep Silver has agreed to publish Shenmue III  
by Chris Kerr [08.17.17]
"I am very pleased to secure this global partnership with Deep Silver, which is comprised of incredible men and women who have a deep passion for bringing Japanese titles to the rest of the world."
Business/Marketing, Console/PC

Valve engineer comments on restrictions to high-volume Steam key requests 1
by Alissa McAloon [08.17.17]
Update As a developer, next time you request Steam keys for your game, remember that Valve is checking in on whether or not you really need those keys.
Business/Marketing, Console/PC

We're streaming Sonic Mania today at 3PM EDT  
by Bryant Francis [08.18.17]
We're playing Sonic Mania and talking about what makes it a successful Sonic game at 3PM EDT.
Business/Marketing, Console/PC, Video

Prettying up the Zergling in Starcraft Remastered  
by Bryant Francis [08.18.17]
The Blizzard art team explains how they learned that Zerglings have grubby, horrifying little hands at the end of their spikes.
Art, Console/PC

Gamasutra plays Sonic Mania  
by Bryant Francis [08.18.17]
The Gamasutra editorial crew tries out Sonic Mania to see why game developers are raving about it.
Design, Console/PC, Video

Slime Rancher passes 1 million sold  
by Alissa McAloon [08.17.17]
Monomi Park’s plorp-filled adventure has passed 1 million sold (or 4.5 million counting Games with Gold downloads) just weeks after leaving early access.
Business/Marketing, Console/PC, Indie



Can your game have too many choices? 4
by Sita Vriend [08.18.17]
Narrowing down your options is getting more difficult in this day and age. This is exactly what choice overload is about: there is just too much to choose from. 
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

Top IOS & Android Mobile Game Development Tools  
by Dylan Moran [08.18.17]
The first of these is Unreal Engine 3; which comes with unrestricted access to Unreal Editor Suite, C++ source code, and direct support from the engineering team.
Console/PC, VR

Nintendo Silliness  
by Vitor Bulbovas [08.18.17]
Today talking about the way Nintendo tackles the international market.
Business/Marketing, Design, Production, Console/PC, Serious

Applying Data Science to Understand Your Players 2
by Adam Fletcher [08.17.17]
How can you best use data science to maximize the success of your game? Adam Fletcher of Gyroscope Software gives an overview of what data science is, why you should use data science, how to use it, and some techniques you can apply to your game.
Business/Marketing, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Production, Programming, Design, VR

The power of a group  
by Sita Vriend [08.17.17]
You might not think about it, but groups are very powerful. They can change your behavior and the way you think. Groups can even make you do things you wouldn’t normally do.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR


Skydance Interactive — Marina Del Rey, California, United States
[08.18.17]
Art Director
Art Director

Skydance Interactive — Marina Del Rey, California, United States
[08.18.17]
UI/UX Artist
UI/UX Artist

Skydance Interactive — Marina Del Rey, California, United States
[08.18.17]
VFX Artist
VFX Artist

2K — Novato, California, United States
[08.18.17]
SENIOR SERVER ENGINEER
We are looking for a senior engineer to join our Identity and E-Commerce initiatives. First and foremost, we need someone who knows how to work autonomously and get things done. You will not be spoon-fed technical specifications or be simply maintaining an existing codebase. Instead you will be faced with interesting, challenging and constantly evolving problems that require a creative yet disciplined approach. You will need to work with other engineers, game teams, producers, designers and more to understand problems, design solutions and turn them into reality.

Telltale Games — San Rafael, California, United States
[08.18.17]
Creative Director


Sucker Punch Productions — Bellevue, Washington, United States
[08.18.17]
Systems Designer


Sucker Punch Productions — Bellevue, Washington, United States
[08.18.17]
Open World Content Designer


Sucker Punch Productions — Bellevue, Washington, United States
[08.18.17]
Level Designer


Sucker Punch Productions — Bellevue, Washington, United States
[08.18.17]
Gameplay Programmer


Sucker Punch Productions — Bellevue, Washington, United States
[08.18.17]
Senior Environment Artist