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July 28, 2015
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July 28, 2015
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Street Fighter for Designers: Top 8 Lessons from Evo 2015 Exclusive 2
by Patrick Miller [07.27.15]
The Evo Championship Series gives game designers a chance to see how fighting games try to create a rich, rewarding and diverse competitive play space. (And how players try to break it)
Design, Console/PC, Exclusive

What's in a game title? Analyzing the words we use and names we choose 1
by Gamasutra Community [07.28.15]
"I took a look at the top words that occur in videogame titles. There were 150,000 game titles and a vocabulary of around 45,000 unique words. About 21,000 of these were used only once in any game title."
Business/Marketing, Console/PC

Chris Crawford advises devs: 'Don't settle for the same old crap' Exclusive  
by Alex Wawro [07.27.15]
23 years after he charged out of the game industry with sword held high, Chris Crawford is still trying to revolutionize game development. Now, if he has his way, the revolution will be patronized.
Design, Console/PC, Social/Online, Exclusive

Creating the alien writing in Infinifactory  
by Gamasutra Community [07.27.15]
"Although it may have no meaning, that doesn’t mean it’s meaningless; on the contrary, we spent a fair amount of time designing a writing system that would look believable, alien, and fit visually within the game."
Art, Console/PC, Indie

Ouya buyout confirmed, as CEO leaves company 5
by Kris Graft [07.27.15]
After months of buyout rumors, video game hardware company Razer has confirmed its purchase of Android game platform Ouya; Ouya CEO Julie Uhrman leaving company.
Business/Marketing, Console/PC, Smartphone/Tablet

Are all players musicians? 6
by Gamasutra Community [07.27.15]
"The idea of the improvising 'gamer' as the chance element in a game music composition may not hold up in all games. But does it hold up in some?" Winifred Phillips provides examples, from Rez to Flower.
Audio, Design, Console/PC

Telltale may not make games, but they do make magic 19
by Gamasutra Community [07.24.15]
Warren Spector on what defines a game, with The Walking Dead dev as example: "I think of them as some sort of interactive experience (obviously), but does that mean 'game?' I don’t think so."
Design, Console/PC

Here comes a new challenge: Making Street Fighter V 17
by Christian Nutt [07.24.15]
How can Street Fighter evolve from a core console game into a thriving service-based eSport? Gamasutra speaks to Capcom's Matt Dahlgren about the company's next big play.
Business/Marketing, Design, Programming, Production, 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


Economy and Thematic Structure: Symphony of the Night's Level Design  
by Ario Barzan [07.27.15]
The castle's structural design in Castlevania: Symphony of the Night has rarely been factored into analyses of the game's strengths. This article will do so, using comparisons to several other exploration-based Castlevania titles for effect.
Design, Art, Console/PC, Serious

Unity Garbage Collection Tips and Tricks  
by Megan Hughes [07.27.15]
Avoiding performance issues in game development by managing garbage collection in Unity - some tips and tricks.
Programming, Console/PC, Indie, Smartphone/Tablet

New Valve Refund Policy: EU Consumer-Protection Regulation Goes Global?  
by David Hoppe [07.27.15]
Valve's new 14-day refund policy seems to have resulted from global application of the EU's recent consumer-protection regulation applying a right of return to video games and virtual items.
Business/Marketing, Console/PC

Only New Gen Software Growing at UK Retail  
by Matt Matthews [07.27.15]
A quick summary of the changes for software at retail in the last 18 months. Bottom line: only Sony's PlayStation 4 and Microsoft's Xbox One showed software growth in the first half of 2015.
Business/Marketing, Console/PC

A Journey into Production: Part III - Personal Leadership Traits  
by Samy Dib [07.27.15]
I went away for vacation this week but was able to knock out a few tasks to try and stay on schedule for Production. I go over those small items and share a few personal leadership traits that I read about and wanted to share.
Business/Marketing, Design, Production, Console/PC, Indie


Retro Studios - Nintendo — Austin, Texas, United States
[07.24.15]
RETRO STUDIOS - Graphics Engineer


Blizzard Entertainment — Irvine, California, United States
[07.24.15]
Art Manager - World of Warcraft
Managing creative talent is a creative talent all its own. As art manager, you’ll be responsible for the management of the World of Warcraft art and animation team, working with production on scheduling and tasking, and the overall growth and improvement of the art department—leveling up, as it were.

Blizzard Entertainment — Irvine, California, United States
[07.24.15]
Art Director - World of Warcraft
As a leader you will be a motivational catalyst for the art team. As an artist, you will help define the look of new characters, environments, and architecture in the WoW style. In addition to channeling the visual direction of our senior art director to the art team, the role will act as one of the key communications conduits for design and programming.

Blizzard Entertainment — Irvine, California, United States
[07.24.15]
Art Director - Diablo
Blizzard Entertainment, the developer of the most epic games in the world, is seeking an exceptionally skilled and passionate art director to help develop Blizzard’s next hit game!

Respawn Entertainment — San Fernando Valley, California, United States
[07.24.15]
Quality Assurance Manager
Respawn is looking for a passionate QA Manager to join our development team. Manage the current QA team and continue to build and refine the team and processes, and help us ship bug free games.

Telltale Games — San Rafael, California, United States
[07.23.15]
Technical Artist (Rigging)
We are looking for a Technical Artist (Rigging) to join our award-winning team!

Telltale Games — San Rafael, California, United States
[07.23.15]
VFX Artist
We are looking for a VFX Artist to join our award-winning team!

Telltale Games — San Rafael, California, United States
[07.23.15]
Senior Character Modeler
Senior Character Modeler

Boss Fight Entertainment, Inc. — McKinney, Texas, United States
[07.23.15]
Senior Software Engineer


Tangentlemen — Los Angeles, California, United States
[07.23.15]
Senior Engineer (Gameplay)
Tangentlemen are looking for a jack of all trades Senior Engineer. If you love working in the Unreal engine and have a passion for scary games then try your hand at joining a new company and a new culture. You must thrive in a small, tight team environment where each member holds a high degree of autonomy and accountability.