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August 31, 2016
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August 31, 2016
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Long Gone Days: RPG explores war's emotional impact on soldiers  
by Joel Couture [08.30.16]
Camila Gormaz, creator of military RPG Long Gone Days, wanted to explore the life of the soldier, but not through action and gunplay. She focused on the emotional impact that war has on soldiers.
Design, Console/PC, Indie, Video

How do you know when the time is right to remake your game?  
by Alan Bradley [08.30.16]
When is it justifiable to remake one of your titles? Scott Brodie of Heart Shaped Games just did that with Hero Generations: ReGen, and he talks us through what the process was like for his team.
Business/Marketing, Design, Console/PC, Indie, Video

One studio becomes two as Xeodrifter dev Renegade Kid shuts down  
by Alex Wawro [08.29.16]
After nearly a decade, Renegade Kid is closing as cofounders Gregg Hargrove and Jools Watsham go their separate ways -- and they're splitting the studio's game catalog on purely dimensional grounds.
Business/Marketing, Indie

A journey of 4,500 days: The making of N++ 6
by Gamasutra Community [08.26.16]
In this retrospective, N++ creators Mare Sheppard and Raigan Burns reflect on the game's 12 year journey that began with the release of a free Flash game in 2004.
Console/PC, Indie

Game Design Deep Dive: Building truly cooperative play in Overcooked 4
by Phil Duncan [08.26.16]
"With Overcooked, we wanted to make a game which was much more focused on how a team works together rather than simply adding more players to a single player experience."
Design, Console/PC, Indie, Video

Sponsored: 7 tips to getting a job in video games  
by Jill Henderson [08.23.16]
Industry veteran, Jill Henderson says there is some magic to getting that first job in the games world and shares her 7 tips for getting a job in video games.
Console/PC, Indie, Sponsored Article

UKIE's big UK game biz concern post-Brexit: Access to game dev talent  
by Alex Wawro [08.30.16]
UKIE reports that access to high-skilled talent (think: software engineers) 'is the number one pre-and post-referendum concern for Ukie members' in a new advisory to officials orchestrating Brexit.
Business/Marketing, Console/PC, Indie

Gen Con Report: Shadowrun and the democratizing of game-stuff  
by Katherine Cross [08.30.16]
As video games become ever more virtual in their distribution, it’s comforting to see the endurance of tactile accessories on display at Gen Con.
Design, Console/PC, Indie



gamescom 2016 – Tally of the media performance  
by Thomas Bidaux [08.30.16]
This year's analysis of the media performance of the gamescom.
Business/Marketing, Console/PC, Indie, VR

Stop REACTING: 5 Reasons Why Video Game Publishers Must Embrace a Proactive Security Posture  1
by Matthew Cook [08.30.16]
Online video games face unprecedented risk from hackers, cheaters and fraudsters who are ‘following the money’ into the $100 billion video games industry - here are 5 ways publishers can help mitigate risk and protect players before bad guys strike.
Business/Marketing, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

How do you divide up ownership equity in your new game studio?  
by Zachary Strebeck [08.30.16]
One of the questions that always comes up when I’m forming a new game company for clients is “How do we divide the equity?” There are a few ways to go about it, each with their own pros and cons. Let’s take a look at the options.
Business/Marketing, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR

Figment dev blog - Creating the Spider Queen 3D Asset  
by Emilie Mavel [08.30.16]
A step-by-step presentation of Bedtime Digital Games' art process using one of the main character from our current project, "Figment", as an example.
Art, Console/PC, Indie

3 Lessons FPS can Learn from Hardcore Henry  
by Josh Bycer [08.29.16]
While it may borrow from FPS, the movie Hardcore Henry has some important lessons for game designers.
Design, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR


Age of Learning, Inc. — Glendale, California, United States
[08.26.16]
Director of Operations


Shiny Shoe — San Francisco, California, United States
[08.25.16]
Gameplay and Engine Programmer


Double Fine Productions — San Francisco, California, United States
[08.25.16]
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!

Double Fine Productions — San Francisco, California, United States
[08.25.16]
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
[08.25.16]
Senior Programmer
Double Fine Productions is currently looking for an experienced Senior Programmer to join our team and contribute to Psychonauts 2!

Lionbridge Technologies — Irvine, California, United States
[08.24.16]
Tools and Automation Engineer (Games)-req# 322)


Sucker Punch Productions — Bellevue, Washington, United States
[08.14.16]
Senior Character Tech Artist


InnoGames GmbH — Hamburg, Germany
[08.09.16]
Software Developer Backend - Core Team


InnoGames GmbH — Hamburg, Germany
[08.08.16]
QA Game Tester


Triseum — Bryan, Texas, United States
[08.05.16]
Server Engineer