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October 26, 2016
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Game Design Deep Dive: Creating an adaptive narrative in Reigns 1
by François Alliot [10.26.16]
"As soon as we weighted the decisions of the player with consequences on the 4 dimensions of power, we gave a lot of meaning to very simple swiping gestures." says François Alliot, creator of Reigns
Design, Programming, Indie, Smartphone/Tablet, Video

Making an open-world RPG out of a Rudyard Kipling classic: Kim  
by Alex Wawro [10.24.16]
The Secret Games Company's new game Kim is, like The Witcher 3, an open-world RPG based on a book of the same name. The similarities end there; SGC's Jeremy Hogan explains how (and why) Kim was made.
Design, Indie

Developing the crazy combat of Warcube 3
by Lena LeRay [10.24.16]
Warcube is a physics-based action adventure game with a penchant for silliness. But the combat is no joke: Once an attack is made, everything slows down to allow the player to pull off crazy combos.
Design, Console/PC, Indie, Video

Blog: Four things that terrify me as an indie dev  
by Gamasutra Community [10.26.16]
The Pixel Hunt official started working on their first game as an indie studio. Yeah, it's pretty cool, but it's also super scary. Here are the four main reasons why.

Get a job: Be a Systems Designer at Psyonix  
by Staff [10.26.16]
Psyonix is on the lookout for an experienced and passionate Game Designer to help design, develop, and iterate on gameplay systems and live game features in San Diego, California.
Design, Indie, Recruitment

Don't Miss: How working on gross, violent games can mess with developers 18
by Staff [10.25.16]
The effects of video game violence on players have been debated for years and years, but how does actually crafting that graphically violent media affect developers?
Audio, Art, Console/PC, Indie, Social/Online

Heads up, devs: now does coupon codes  
by Alex Wawro [10.24.16]
Game distribution platform has augmented its service with a small, but potentially handy feature for devs: coupon codes. 
Business/Marketing, Console/PC, Indie

Video Game Deep Cuts: Mario's Hard Indiepocalypse  
by Gamasutra Staff [10.23.16]
The latest Video Game Deep Cuts, picking the smartest longform video game articles and videos of the week, looks at Mario speedrunning, the state of 'indiepocalypse', & why it's hard to make games.
Business/Marketing, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design

Dev Interview: Mikael Forslind  
by Wes Platt [10.26.16]
"I didn’t just send a plain old boring resume, but instead I made a whole Nintendo magazine with reviews, news, and an article where I interviewed myself. It was only four pages long, but I spent like forever on that thing."
Business/Marketing, Design, Production, Console/PC, Indie

How Game Mechanics Condition Us  
by Josh Bycer [10.26.16]
Today's post looks at how the feedback we get from game mechanics can condition players and their behavior.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

Why Spoilers aren't necessarily a bad thing  
by Rocky Kev [10.25.16]
In a conversation with a developer, he shared that his trailer was lacking because he didn’t want to spoil too many things. I asked if you can spoil too much? He got defensive, and I backed off. But with the internet, do spoilers really matter? NOPE.
Business/Marketing, Indie

It's all about the little things  
by Donald Kooiker [10.25.16]
I admire an attention to detail. It makes me happy when I notice someone put extra care into something for no real apparent reason, other than it's nicer or slightly better. I want to write about them. First up: The Legend of Zelda: The Minish Cap.
Design, Indie

The Challenges of Developing for PC and Mobile. Part 2: Graphics 1
by Mattieu Begin [10.25.16]
Developing for multiple platforms can be a real challenge, especially when technical specs differ as much as between PC and Mobile. This in-depth article gives hints and tips on optimizing a graphical pipeline on a tight resource budget.
Design, Art, Console/PC, Indie, Smartphone/Tablet

Psyonix — San Diego, California, United States
Systems Designer

Age of Learning, Inc. — Glendale, California, United States
Software Engineer - PHP Web Services

Cellar Door Games — Toronto, Ontario, Canada
Unity Programmer

Cellar Door Games — Toronto, Ontario, Canada
Network Multiplayer Programmer

Flatter Than Earth, Inc. — San Francisco, California, United States
Gameplay Programmer / Software Architect

Tonk Tonk Games — Los Angeles, California, United States
Graphics Engineer

New York University Tisch School of the Arts — New York, New York, United States
Associate Arts Professor, New York University: Tisch School of the Arts: Game Center
New York University, Tisch School of the Arts, Department of Game Design is searching to fill two full-time faculty positions. We are looking for candidates with a background in game design, development, or art direction to start in fall 2017. For full details and information on how to apply, please visit:

Uber Advanced Technologies Center — Pittsburgh, Pennsylvania, United States
Software Engineer - Simulation
Simulation Engineers wanted for Self-Driving Ubers!

Holospark — BELLEVUE, Washington, United States
VR Developer - Unreal 4

Turner Broadcasting — Atlanta, Georgia, United States
Lead Games Anayst