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September 29, 2016
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September 29, 2016
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Autobiographical Memoir En Code finds game mechanics in daily life  
by Jack Yarwood [09.29.16]
“Your first thought is that you cannot let the player express their decisions, because that doesn't feel autobiographical,” says Alex Camilleri. "That's something I worked on for a long time."
Design, Art, Console/PC, Indie

Using graphics to express character and theme in Owlboy 2
by Joel Couture [09.28.16]
D-Pad Studios claims that their upcoming title Owlboy is "a love letter to pixel art." The team explains how they used art and animation to express character and theme in the game.
Art, Console/PC, Indie, Video

How the Olympic spirit brought Nintendo and Sega together  
by Alex Wawro [09.28.16]
"I still have trouble with this concept of this company that was our enemy that we fought tooth and nail against, and now they're buddies," former Sega exec Tom Kalinske notes in a new GI feature.
Business/Marketing, Console/PC

Function is form: Moon Hunters and art books as game design  
by Katherine Cross [09.28.16]
The Art of Moon Hunters, a book that presents artwork from the Kitfox Games release, is a great extension of the title that a respects a crucial lesson so often forgotten in gaming: function is form. 
Business/Marketing, Art, Console/PC, Indie

You can now study EA's lost sci-fi shooter Battlefield 2142 3
by Bryant Francis [09.27.16]
If you ever wanted to see how DICE would make a science fiction version of its hit Battlefield series, now's your chance.
Design, Console/PC

Now's the time to apply for the AIAS' inaugural 'WomenIn' game dev scholarships  
by Alex Wawro [09.28.16]
The Academy of Interactive Arts and Sciences reveals its latest scholarship winners and opens a call for applications to its brand-new "WomenIn" scholarship for women seeking careers in game dev.
Business/Marketing, Console/PC, Indie

The challenge of maintaining class balance in Hearthstone's Arena mode 2
by Stefanie Fogel [09.27.16]
“One of the most important things is finding the core identity for a class and sticking to it,” says Blizzard designer Peter Whalen. "It’s also more fun if all of the classes are very powerful."
Design, Console/PC, Smartphone/Tablet

'You shouldn't underestimate the value of not being technical' 7
by Alex Wawro [09.27.16]
"Meaning, that you might be able to solve a problem in a way other people wouldn't consider because it's almost too simple," says veteran game designer Amy Hennig.
Design, Console/PC



Real-Life development stories: The Colosseum map  
by Alvaro Vazquez de la Torre [09.29.16]
Short story based on real events about the efforts to make an external producer understand what a whitebox map is, and the pain of dealing with people not educated in real videogame development
Business/Marketing, Design, Production, Art, Console/PC

Four Factors that can Lead to Early Access Success  
by Josh Bycer [09.29.16]
Early Access can be a blessing and a curse for game developers, and today's post looks at four key factors in having a successful development period.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

EGX 2016 indie postmortem with stats  
by Milan Babuskov [09.29.16]
I showed my game at EGX 2016 in Birmingham UK. In this post I give detailed stats about player engagement: number of players, games played, how long they played in every session and how far they got in the game.
Business/Marketing, Console/PC, Indie

Wii U Toybox 4
by James Coote [09.28.16]
The Wii U is reaching the end of its lifetime, but after nearly three years making games for Wii U in one way or another, I still plan to continue that for as long as Nintendo will let me. Why? The Wii U has all the toys a game designer could want.
Design, Console/PC, Indie

Here’s What You Need to Know to Be a Good Game Developer  
by Samutra Gunasakaran [09.28.16]
Video games have come far from being just a pastime enjoyed by children and teenagers. The establishment of e-sports and the massive support and fan-base that march along whole dictates that video games are now considered to be a serious matter.
Audio, Design, Programming, Production, Console/PC


Digital Extremes — Costa Mesa, California, United States
[09.28.16]
PR Manager


Idol Minds — Westminster, Colorado, United States
[09.28.16]
Character Artist - Cinematics


Skydance Interactive — 90292, California, United States
[09.28.16]
VFX Artist
VFX Artist

Skydance Interactive — Marina Del Rey, California, United States
[09.28.16]
UI/UX Artist
UI/UX Artist

Skydance Interactive — Marina Del Rey, California, United States
[09.28.16]
Character Artist
Character Artist

Skydance Interactive — Marina Del Rey, California, United States
[09.28.16]
Environment Artist
Environment Artist

Skydance Interactive — Marina Del Rey, California, United States
[09.28.16]
Concept Artist Intern
Concept Artist Intern

QLOC — Warszawa, Poland
[09.28.16]
C++ Programmer for Video Game Porting Projects


Skydance Interactive — Marina Del Rey, California, United States
[09.27.16]
Multiplayer Level Designer
Multiplayer Level Designer

Skydance Interactive — Marina Del Rey, California, United States
[09.27.16]
Senior Sound Designer
Senior Sound Designer