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July 27, 2016
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July 27, 2016
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Writing romances in (non-romance) games 6
by Gamasutra Community [07.27.16]
Ex-BioWare video game writer Alex Free (Star Wars: The Old Republic, Shadow Realms) explores the unique challenges writers face in creating meaningful romances for video games.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Q&A: Creating the hacker-cyberpunk game Quadrilateral Cowboy 4
by Richard Moss [07.25.16]
Brendon Chung's puzzle-heavy first-person retrocyberpunk adventure title, out today, has you firing up a 56K modem to hack like it's 1996. He talks us through the four-year process of making of the game.
Design, Console/PC, Indie, Video

Developers provide their [spoiler-free] take on Inside 4
by Joel Couture [07.22.16]
"Inside is the most traumatic game experience I've had. But that's exactly why I find it incredible. The game is the perfect compilation of all of my deepest fears."
Design, Production, Art, Console/PC, Indie, Video

Get a job: Double Fine Productions is hiring a Lead Animator  
by Staff [07.27.16]
Double Fine, the studio responsible for Headlander, is looking for an experienced game animator to take a lead role at its San Francisco HQ and contribute to development of Psychonauts 2.
Art, Console/PC, Indie, Recruitment

Don't Miss: Boss battle design and structure 27
by Mike Stout [07.27.16]
Designer Mike Stout breaks down the boss battle into 8 beats, and runs 2 notable ones -- Ocarina of Time's Ganon and Portal's GladOS -- through a thorough design analysis in this timeless post.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet

Life is Strange dev expands with Dontnod Eleven partnership  
by Chris Kerr [07.27.16]
The growing partnership will see both outfits work together to share "knowledge, expertise and resources in the years to come." 
Business/Marketing, Console/PC, Indie

Blog: Unexpected anxiety following a moderate success 4
by Gamasutra Community [07.27.16]
Lone wolf developer David Toulouse breaks down his nine year journey in game dev, and the anxieties that came with it.
Business/Marketing, Production, Indie

Video: Tips from Paradox on mixing history with game design  
by Staff [07.26.16]
At GDC 2016, Paradox Development Studio's Chris King shares solutions his studio has for bringing history into your game, while at the same time ensuring the game itself is fun and compelling to play.
Design, Console/PC, Indie, Video, Vault



Viridi on Mobile (One Month In): Curiosities!  
by Kevin Maxon [07.27.16]
A collection of statistics and questions from our first mobile release. Mostly data points and confused shrugging. May or may not be interesting and strange. You tell me!
Business/Marketing, Indie, Smartphone/Tablet

Rogue-Lite Life Lessons  
by Josh Foreman [07.27.16]
How Rogue-Lites are making me a better person.
Design, Indie

Lessons From Our Launch Trailer for Poly Bridge  
by M. Joshua Cauller [07.27.16]
Our trailer for Poly Bridge turned out so well, we thought our process might help others with some Trailer Best Practices.
Business/Marketing, Design, Console/PC, Indie

Three lessons learned while developing our internship program  
by Jed Cruz [07.27.16]
Some insights I took away as an artist-turned-project manager after overseeing several batches of art interns. The goal is to come up with a comprehensive and mutually beneficial internship program. Here are the things that have worked so far.
Production, Indie

The purpose of metrics in a game  
by Brian\'Psychochild\' Green [07.26.16]
Metrics were discussed by MMO developers, but it was the social game developers who took the idea and ran with it. How should a modern game designer work with metrics?
Design, Indie, Social/Online


Shiny Shoe — San Francisco, California, United States
[07.26.16]
Artist


Digital Extremes — London, Ontario, Canada
[07.26.16]
Gaming/Technical Recruitment Manager (Will consider remote!)
Gaming/Technical Recruiitment Manager

Age of Learning, Inc. — Glendale, California, United States
[07.22.16]
Director of Operations


Double Fine Productions — San Francisco, California, United States
[07.20.16]
Senior Programmer
Double Fine Productions is currently looking for an experienced Senior Programmer to join our team and contribute to Psychonauts 2!

Double Fine Productions — San Francisco, California, United States
[07.20.16]
Lead Programmer
Double Fine Productions is currently looking for an experienced Lead Programmer to join our studio and lead the programming team for Psychonauts 2!

Double Fine Productions — San Francisco, California, United States
[07.20.16]
Lead Level Designer
We’re looking for someone to help us create an environment of strong collaboration, regular mentorship, respectful critique, and creative empowerment. We’ll need to you understand and drive all aspects of the level design process from a technical standpoint, while also not being constrained creatively by the basic physical laws of reality. We want to make the best game Double Fine has ever shipped and we want you to help us—come join us & make Psychonauts 2!

YAGER Development GmbH — Berlin, Germany
[07.20.16]
Tools Programmer (f/m)
We seek the talent of a seasoned and passionate Tools Programmer for our current AAA F2P project Dreadnought.

Fun Bits Interactive — Seattle, Washington, United States
[07.15.16]
AI/Gameplay Programmer
AI/Gameplay Programmer

Fun Bits Interactive — Seattle, Washington, United States
[07.15.16]
Sr Rendering/Graphics Programmer
Sr Rendering/Graphics Programmer

Sucker Punch Productions — bellevue, Washington, United States
[07.12.16]
Environment Artist