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February 8, 2016
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February 8, 2016
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Why I trust Valve's judgment on seasonal sales 10
by Gamasutra Community [02.08.16]
Defender's Quest developer Lars Doucet on what Valve's getting right: "The games you see on your front page now depend mostly on you. And that's as it should be."
Business/Marketing, Console/PC, Indie

State of the Industry: Enough with the skeletons 1
by Brandon Sheffield [02.08.16]
Over 2,000 devs surveyed in GDC's State of the Industry survey answer the vague question: “Is there anything else you'd like to say about the game industry?” As you can imagine, it gets quite heated.
Business/Marketing, Console/PC, Indie, Social/Online, Smartphone/Tablet, GDC

Final Fantasy Tactics designer's crowdfunded RPG, Unsung Story, put on hold 1
by Chris Kerr [02.08.16]
"For the financial strength of the company we need to focus on a few products in the near term that have the ability to get to a retail release before Unsung Story is able to."
Production, Indie

Blog: Good AI is predictable 11
by Gamasutra Community [02.05.16]
"I believe that the purpose of AI is to engage the player, not simply to challenge. We have defined good AI as 'difficult to defeat,' when I believe a better definition is 'interesting to deal with.'"
Design, Console/PC, Indie

5 production secrets from Sunless Sea and Fallen London's head writer 3
by Gamasutra Community [02.05.16]
"I manage our in-house content team and cabal of freelancers who create the stories for Sunless Sea, Fallen London, Dragon Age: the Last Court, and our other projects. I'm still finding my feet! But here's five things I've learned so far."
Design, Production, Console/PC, Indie

Don't Miss: How a pro fan-translated Nintendo's elusive Mother 3  
by Simon Parkin [02.04.16]
Gamasutra talks to Mother 3 fan-translator Clyde 'Tomato' Mandelin about his work translating the Nintendo classic, his day job in translation, and his localization heroes in this '08 interview.
Production, Console/PC, Indie

Get into game development for love, not money 3
by Gamasutra Community [02.04.16]
"Today I gave my introductory lecture about the game industry to a new group of students at The Los Angeles Film School. There was only one thing they all wanted to know: how much money they were going to make."
Business/Marketing, Console/PC, Indie, Recruitment

What do you mean, 'Losing is fun'? 5
by Gamasutra Community [02.04.16]
"A game featuring difficult situations, permanent consequences, and randomized content is seen as something special, something great even."
Design, Console/PC, Indie, Smartphone/Tablet



Encrypting Text in Unity  
by Nathaniel Stevens [02.08.16]
An easy to follow Unity tutorial on displaying a second font in place of encrypted letters.
Programming, Indie, Smartphone/Tablet

Designing Interactive Story (PART THREE)  
by Greg Johnson [02.08.16]
This is the third post in a 6-part series on Designing for Interactive Story. You can find Part 1 here and Part 2 here.
Design, Console/PC, Indie, VR

GGJ16 in KL  
by Charles Cordingley [02.08.16]
My experience at Global Game Jam 2016 in Kuala Lumpur, Malaysia
Indie

Is extra content worth extra cash? The DLC Dilemma.  
by Drew Giovannoli [02.08.16]
"Downloadable Content," or DLC has both benefits and costs for the publishers and the gamers they serve. This article by [Red Fox Insights](http://www.redfoxinsights.com) takes a look at both sides of the argument and discusses how how developers can prop
Business/Marketing, Production, Serious, Indie

Pony Island and the Horror of Social Anxiety 1
by Sean May [02.08.16]
A short description of a sequence in Pony Island that transcended usual metafictional tropes to become something truly terrifying.
Design, Indie


Age of Learning, Inc. — Glendale, California, United States
[02.03.16]
Director, Quality Assurance


Dark Rift Entertainment — Irvine, California, United States
[02.01.16]
UI / UX Designer
UI Artist / Designer

Respawn Entertainment — Van Nuys, California, United States
[02.01.16]
Senior Level Designer (Titanfall & Unannounced Title)
Searching for experienced level designers to build the future of Titanfall and an unannounced title.

Respawn Entertainment — Van Nuys, California, United States
[02.01.16]
Senior & Mid-Level Software Engineer (Unannounced Title)
Looking for experienced developers to build amazing games.

Respawn Entertainment — Van Nuys, California, United States
[02.01.16]
Server Software Enginer (Titanfall)
Searching for a multi-talented developer with server and game programming experience.

Respawn Entertainment — Van Nuys, California, United States
[02.01.16]
QA Manager (Titanfall)
Looking for an experienced QA manager to help run the ship.

Respawn Entertainment — Van Nuys, California, United States
[02.01.16]
Senior Systems Designer (Unannounced Title)
Searching for a bang-up systems designer who wants to work on an exciting new project.

ROBLOX — San Mateo, California, United States
[01.20.16]
QA Tester (Xbox)


Juncture Media — Brooklyn, New York, United States
[01.15.16]
Art Director


Cloudhead Games — Qualicum, British Columbia, Canada
[01.14.16]
Art Lead