Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
April 19, 2018
arrowPress Releases






If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Q&A: Being OK with being lost in Capy's Below  
by Kris Graft [04.19.18]
We speak with Kris Piotrowski, game director on Capy's Below, to talk about the joy of exploration, having faith in players' brains, and, of course, beautiful 4K grass.
Design, Console/PC, Indie

Loot boxes with real-world value deemed unlawful in The Netherlands  
by Chris Kerr [04.19.18]
The Netherlands Gaming Authority (NGA) had been investigating loot box usage in 10 unnamed titles after concerns were raised by players, parents, and those working in addiction care.
Business/Marketing, Console/PC

Into the Breach's designers explain how to follow up from a hit game  
by Bryant Francis [04.18.18]
The makers of FTL and Into the Breach dropped by to discuss their design process and their thoughts about following up on a smash hit game.
Design, Console/PC, Video

Sponsored: Join this free live webinar on cross-platform multiplayer game dev!  
by Amazon GameLift [04.17.18]
In this free webinar, join AWS and Amazon GameLift and learn how to support cross-platform play for your multiplayer game. Register now!
Audio, Sponsored Article, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Reversing the sunk cost fallacy: Devs recount what shouldn't have been cut 2
by Richard Moss [04.17.18]
"We should abandon that feature, even though we've sunk so much time and efort into it!" Sometimes this is the right call, but other times, maybe not -- as these dev stories suggest.
Design, Production, Console/PC, Indie

Game design portfolio-building tips from a Creative Assembly vet Exclusive 2
by Simon Mann [04.17.18]
In this helpful article, Creative Assembly senior designer Simon Mann describes ways to think like a designer and help build a strong game design portfolio to get yourself noticed.
Design, Console/PC, Exclusive

Procedurally generating enemies, places, and loot in State of Decay 2  
by Alan Bradley [04.16.18]
Undead Labs devs chat about how they distribute gear, materials, and enemies in State of Decay 2 in a way that feels interesting and intentional -- without having to do all of the grunt work by hand.
Design, Console/PC

Terraria spin-off canned after three years in development 1
by Chris Kerr [04.16.18]
Terraria: Otherworld has been canned by developer Re-Logic†after the studio realized the title wasn't going to reach its potential in "any sort of reasonable time or fashion."
Business/Marketing, Production, Console/PC



Try/Fail Cycles  
by Gregory Pellechi [04.19.18]
Games as power fantasies result in success after success for player character. For the story that makes them boring because the characters never encounter failure and have to change track. A Try/Fail cycle is vital to interesting storytelling in games.
Design Console/PC Indie

Unity SRP Overview: Scriptable Render Pipeline  
by Ruben Torres Bonet [04.19.18]
I did some research and write an upcoming experimental Unity feature: Scriptable Rendering Pipelines. Why? Because it concerns you, it concerns me. It will eventually change the way you have to work. The readier you are, the better off you will be.
Programming Console/PC VR

Checking the Unity C# Source Code 1
by Irina Zamogilnaya [04.18.18]
Recently a long-awaited event has happen - Unity Technologies uploaded the C# source code of the game engine, available for free download on Github. The code of the engine and the editor is available. Of course, we couldn't pass up, especially since latel
Programming Console/PC

Two Years and Counting as Indie. Four Little Noble Truths as Human  
by Marc Marfa Mora [04.18.18]
For more than two years we, Little Miracles Games, have been working on Rest in Jelly. Before its launch, we want to share Four Little Noble Truths learned through this emotional journey.
Business/Marketing Design Production Console/PC Serious Indie

Atari VCS: Video Cube  
by John Harris [04.18.18]
An excerpt from '21 Unexpected Games to Love For The Atari VCS,' Atari Video Cube doesn't actually work like a real Rubik's Cube. It's a lot more accessible! It's a laid-back kind of puzzle game that Atari originally sold by mail order.
Design Console/PC


Abrakam SA — Li√®ge, Belgium
[04.19.18]
Game Designer


Visual Concepts — Novato, California, United States
[04.18.18]
Senior Software Engineer – AI
We√ʬĬôre seeking a Senior Software Engineer to focus on AI and gameplay development.

Telltale Games — San Rafael, California, United States
[04.18.18]
VFX Artist


Telltale Games — San Rafael, California, United States
[04.18.18]
UI Designer


Telltale Games — San Rafael, California, United States
[04.18.18]
Texture Artist


Deep Silver Volition — Champaign, Illinois, United States
[04.18.18]
Senior Python Tools Programmer


Infinity Ward / Activision — Woodland Hills, California, United States
[04.18.18]
Senior Audio Software Engineer
Infinity Ward is looking for a Senior Audio Software Engineer, someone with a strong interest in audio processing and a passion for creating an awesome audio experience. You should be comfortable working with both programmers and audio content creators, as you will be working closely with both teams. Our games have been nominated and won awards for both BAFTA and TEC. If you want to join a team making true AAA gaming experiences who push the bar for excellence every time, send us your resume.

Infinity Ward / Activision — Woodland Hills, California, United States
[04.18.18]
Audio Software Engineer
Infinity Ward is looking for an Audio Software Engineer, someone with a strong interest in audio processing and a passion for creating an awesome audio experience. You should be comfortable working with both programmers and audio content creators, as you will be working closely with both teams. Our games have been nominated and won awards for both BAFTA and TEC. If you want to join a team making true AAA gaming experiences who push the bar for excellence every time, send us your resume.

Vicarious Visions / Activision — Albany, New York, United States
[04.17.18]
Senior Concept Artist
Vicarious Visions is looking for an exceptional Concept Artist who will work closely with the Art Director and Art Leads to expand the style and feel of the Destiny universe.

Deep Silver Volition — Champaign, Illinois, United States
[04.17.18]
Senior Mission Designer