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Punishing difficulty conveys a personal story in The End is Nigh  
by Joel Couture [08.15.17]
"As The End is Nigh unfolded, it became a story about my personal struggle with game development, my obsession with my work, and how it affects my family."
Design, Production, Console/PC, Indie, Video

Early Access has changed We Happy Few -- and helped the dev quadruple in size  
by Alex Wawro [08.17.17]
"Early access didn't just help shape the overall direction and focus of the game," says Compulsion Games founder Guillaume Provost. "It shaped the very fabric and makeup of our team."
Business/Marketing, Indie

505 signs on to publish OtherSide's upcoming RPG Underworld Ascendant  
by Alex Wawro [08.17.17]
The publisher confirmed today that it intends to publish OtherSide's upcoming spiritual successor to Ultima Underworld, which is expected to ship on PC in the latter half of next year.
Business/Marketing, Indie

Video: Indie dev tips on picking projects, or, 'pro strats for pre-pre-production'  
by Staff [08.17.17]
Finji Games cofounder Adam Saltsman takes the stage at GDC 2016 to give a talk about how to decide what game you should be making before you start.
Business/Marketing, Production, Indie, Video, Vault

Slime Rancher passes 1 million sold  
by Alissa McAloon [08.17.17]
Monomi Park’s plorp-filled adventure has passed 1 million sold (or 4.5 million counting Games with Gold downloads) just weeks after leaving early access.
Business/Marketing, Console/PC, Indie

PSA: Today's the last day to pitch your GDC 2018 Main Conference talks!  
by Staff [08.17.17]
Hey devs: the call for submissions to present lectures, panels, roundtables, & posters at GDC 2018 next March closes today, Thursday, August 17 at 11:59 PM PT!
Audio, GDC, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Blog: An indie perspective on the SAAM Arcade 2017  
by Gamasutra Community [08.17.17]
A little over a week ago, I showed off my very first game at the Smithsonian American Art Museum Arcade and had an absolutely incredible time. Here's what I learned from the event.
Indie

Video: Making better games through neuroscience-- and good UX  
by Staff [08.16.17]
Epic Games' Celia Hodent takes the stage at GDC 2015 to talk about how game designers can leverage neuroscience to design better games.
Design, Console/PC, Indie, Social/Online, Smartphone/Tablet, Video, Vault



Applying Data Science to Understand Your Players  
by Adam Fletcher [08.17.17]
How can you best use data science to maximize the success of your game? Adam Fletcher of Gyroscope Software gives an overview of what data science is, why you should use data science, how to use it, and some techniques you can apply to your game.
Business/Marketing, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Production, Programming, Design, VR

The power of a group  
by Sita Vriend [08.17.17]
You might not think about it, but groups are very powerful. They can change your behavior and the way you think. Groups can even make you do things you wouldn’t normally do.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

Defining Depth in Game Design  
by Josh Bycer [08.17.17]
"Depth" in video games is often confused with complexity, but in this post I want to talk about the difference between the two in relation to game design.
Design, Console/PC, Indie

Full Steam Ahead: Bringing Tiny Rails to PC  
by Glenn Stanway [08.17.17]
In early 2017, Tiny Titan Studios decided to bring its mobile title "Tiny Rails" to Steam. Producer Glenn Stanway explores the process and challenges in bringing an Android/iOS game to PC and Mac.
Design, Programming, Production, Console/PC, Indie, Smartphone/Tablet

In Case of Emergency, Make Burrito Bison 3  
by Yowan Langlais [08.17.17]
We broke the glass to get our secret weapon. Here's why and how we made Burrito Bison: Launcha Libre!
Business/Marketing, Design, Production, Indie, Smartphone/Tablet


ESI Design — New York, New York, United States
[08.17.17]
Senior Developer - ESC Games


HainesAttract — Wellington, New Zealand
[08.17.17]
Lecturer/ Senior Lecturer, Game Development


Naughty Dog — Santa Monica, California, United States
[08.15.17]
Tools Programmer (ICE Team)
As a Tools Programmer on the ICE Team, you will be working on our next generation graphics analysis, profiling and debugging tool in conjunction with our sister technology groups. This tool enables Playstation®4 developers to get better performance from the platform and help them debug graphical issues.

Naughty Dog — Santa Monica, California, United States
[08.15.17]
Graphics Programmer (ICE Team)
As a Graphics Programmer on the ICE Team, you will be working on core graphics technologies for the PS4 that will be used in every shipped title.

Naughty Dog — Santa Monica, California, United States
[08.15.17]
Game Designer (Multiplayer Layout)
Do you love playing multiplayer games? Do you love designing maps and game modes? Are you obsessed with map design elements like sightlines, player pathing, and theming? WeÂ’re looking for a passionate multiplayer designer to join our team and be a primary contributor to the design of our next multiplayer game.

Naughty Dog — Santa Monica, California, United States
[08.15.17]
Game Designer (Multiplayer Systems)
Do you love playing multiplayer games? Are you fascinated with the nuances of things like weapon design and player progression systems? Do you love designing and implementing unique and deep gameplay systems? WeÂ’re looking for a passionate multiplayer designer to join our team and be a primary contributor to the design of our next multiplayer game.

Naughty Dog — Santa Monica, California, United States
[08.15.17]
Gameplay Programmer (Game Team)
The Gameplay Programmer role is a creative position that will allow you to work closely across disciplines and collaborate with some of the best developers in the world.

Digital Extremes — London, Ontario, Canada
[08.14.17]
Sr. Environment Artist


Super Evil Megacorp — San Mateo, California, United States
[08.07.17]
Senior Software Engineer - Product


Super Evil Megacorp — San Mateo, California, United States
[08.07.17]
Software Engineer