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October 7, 2015
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October 7, 2015
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Art Design Deep Dive: The hand-drawn art and animation of Jotun  
by Jo-Anne Gauthier, Alexandre Boyer [10.07.15]
The art director and lead animator on Thunder Lotus Games' Jotun take a deep dive into the choices and challenges behind the game's unique art design and animation.
Design, Art, Console/PC, Indie

Fixing biases and flaws in big data analyses of games and apps 1
by Gamasutra Community [10.07.15]
"These biases and flaws are not really due to statistics or math, but rather to how we interpret the methods or results. So the solution to these biases and flaws is not technical, but human."
Business/Marketing, Console/PC, Smartphone/Tablet

What happened to PlayStation's first indie dev community? 4
by Dan Chamberlain [10.06.15]
‘Net Yaroze and the community around it was pretty much my whole life at the time,’ says Chris Chadwick, creator of the award winning Blitter Boy. ‘Sad, I know...but it was great!’
Design, Programming, Production, Art, Console/PC, Indie, History

Microsoft reveals $3000 HoloLens Development Edition 8
by Chris Kerr [10.06.15]
Microsoft has revealed pricing details for the new dev-focused HoloLens Development Edition at today's Windows 10 event.
Design, Production, Console/PC

The most anticipated games of the year, right here 4
by Christian Nutt [10.05.15]
Market research firm Nielsen has compiled a list of what it says will be the most anticipated releases of the holiday sales season, and there are few surprises.
Business/Marketing, Console/PC

When an architect designs a video game, you get Block'hood 4
by Chris Kerr [10.05.15]
Architect-turned-game-developer Jose Sanchez wants to understand why players are compelled to create by asking them to turn natural chaos into order in his neighborhood sim, Block'hood.
Design, Production, Console/PC, Indie

Refactoring: The way to perfection 9
by Gamasutra Community [10.06.15]
"Refactoring is a necessity to reach the best version of your game. Don't look down on it. Refactor as often as you can and you won't regret it. Saving that one MB today may save your life tomorrow."
Programming, Console/PC, Indie, Smartphone/Tablet

Want to write a better game? Try watching some TV 5
by Alex Wawro [10.05.15]
Remedy Entertainment's Sam Lake takes a break from making Quantum Break to talk about how TV offers useful lessons on how to craft characters and plots within the constraints of a video game.
Design, Console/PC

Postmortem: Pinball-RPG hybrid Rollers of the Realm 6
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 23
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

Free Cross-Platform Arcade Game One Year Postmortem: Max Gentlemen  
by Ryan Wiemeyer [10.06.15]
This postmortem covers the very human side of development and how what was supposed to be a free little 3 month project took over a year. Read on to see how the successful developers of Organ Trail totally flopped on their sophomore game.
Business/Marketing, Design, Console/PC, Indie, Smartphone/Tablet

Content over Immersion: Using Kinect instead of a VR headset and how it worked better for us  
by Zac Zidik [10.06.15]
A virtual reality teaching simulator that I am working on and why we chose to put a hold on our plans to develop for a VR headset, like the Oculus Rift, and opted to use Microsoft's Kinect instead.
Design, Production, Console/PC, Serious

Arrangement for Vertical Layers Pt. 2  
by Winifred Phillips [10.06.15]
The second installment of a three-part blog series on arrangement for dynamic music systems, with examples from the LittleBigPlanet franchise. Part 2 focuses on techniques for employing countermelody in a complex vertical arrangement.
Audio, Console/PC

Exhibiting at the Tokyo Game Show indie area – was it worth it? 5
by Brandon Sheffield [10.05.15]
Necrosoft Games goes to the Tokyo Game Show as an exhibitor for the first time. The results were mixed. Is it worth the trek out for your game?
Business/Marketing, Production, Console/PC, Indie, Smartphone/Tablet

Losing Control of Difficulty in Game Design  
by Josh Bycer [10.05.15]
Creating challenging games is not easy, and today's post looks at the balancing act of difficulty and challenge to impact the player's willingness to keep going.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Midnight Studios, Inc. — Austin, Texas, United States
Systems Engineer
The systems engineer will be responsible for implementing foundational systems.

Hangar 13 — Novato, California, United States
Senior Environment Artist
Hangar 13 is looking for an experienced Environment Artist to help create the world of Mafia III. Your work needs to be visually stunning and have remarkable gameplay opportunities. Our ideal candidate will be able to create a fulfilling 3D space that allows game metrics and architecture to mesh together.

Tangentlemen — Los Angeles , California, United States
Sr Environment Artist
Tangentlemen are looking for an Sr. Environment Artist. Do you want to work on an project that you actually care about? Do you have an artistÂ’s eye for composition and detail? You must thrive in a micro-team environment where each member holds a high degree of autonomy and accountability.

Monolith Productions — Kirkland, Washington, United States
Senior Software Engineer
SW Engineer (Games) Monolith - Seattle

2K — Novato, California, United States
Senior AI / Gameplay Engineer - Core Technology Group
2K is looking for studio wide functional expertise in the development of state-of-the-art AI systems and behaviors. This will include subjects such as path-finding, behavior execution, and autonomous decision making. You will be working with our studios to develop robust and reusable AI/Gameplay frameworks that can be used by designers and engineers alike.

Tilting Point — New York, New York, United States
Senior Development Manager

N-Fusion Interactive Entertainment Corp. — Manalapan, New Jersey, United States
Business Developer and Social Media Manager
We are looking for a talented and versatile individual who can help represent N-Fusion Interactive in both our business development and social media presence.

YAGER Development GmbH — Berlin, Germany
Associate Producer (f/m) at YAGER in Berlin
YAGER seeks the talents of a passionate Associate Producer. In the production team you will work directly with the Producer and interdisciplinary teams of developers.

Hi-Rez Studios — Alpharetta, Georgia, United States
Technical Programmer
Hi-Rez Studios is immediately hiring a talented and self-motivated Technical Programmer to work at our studio in Alpharetta, Georgia. At Hi-Rez, you will have an opportunity to be part of an innovative environment that embraces new and different ideas. We are a passionate and enthusiastic bunch who love video games. We have incredibly talented individuals who love to create, & challenged to learn. Come and unleash your ingenuity, energy, collaboration, and dedication. Come join the creator of the critically acclaimed Tribes: Ascend, SMITE and Global Agenda as we embark on exciting new project, Paladins: Champions of the Realm.

Forge — San Francisco, California, United States
Lead Client Engineer