Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
October 16, 2018
arrowPress Releases
  • Editor-In-Chief:
    Kris Graft
  • Editor:
    Alex Wawro
  • Contributors:
    Chris Kerr
    Alissa McAloon
    Emma Kidwell
    Bryant Francis
    Katherine Cross
  • Advertising:
    Libby Kruse






If you enjoy reading this site, you might also want to check out these UBM Tech sites:



Q&A: Inside the tools and techniques used to build The Crew 2's open world  
by Alan Bradley [10.16.18]
Gamasutra recently sat down with David Guillaume and Carl Pedimina of Ivory Tower to dig the technical aspects of creating an online world that is both massive and extremely detailed.
Design, Art, Console/PC

Why Paradox is bringing visual editing tools to its next engine update 1
by Alissa McAloon [10.15.18]
"We want to put as much power as we can into the hands of the people who are making content," says engine team lead John Wordsworth. "They shouldn’t have to ask a coder for help."
Audio, Design, Programming, Art, Console/PC

Video Game Deep Cuts: Smash That Magic Spiderweb  
by Gamasutra Staff [10.14.18]
This week's highlights include a neat Smash Bros interview, a review of Magic Leap's reveal party, and words of wisdom from Spiderweb Software, among many others.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Don't Miss: Bringing Camouflaj's République to PlayStation 4  
by Paul Alexander [10.11.18]
The curious story of how Camouflaj's episodic game République made its way from iOS in 2013 to Steam and then onto PS4 involves an engine overhaul, a port house, and a tricky overseas deal.
Business/Marketing, Design, Programming, Production, Art, Console/PC, Indie, Smartphone/Tablet

Get a job: Ghosts of Tsushima dev Sucker Punch seeks an Outsource Artist  
by Staff [10.10.18]
Seattle-based Sucker Punch is hiring a driven, self-directed Outsource Artist to use their artistic eye and technical skills to help create the world of Ghost of Tsushima for PlayStation 4.
Art, Console/PC, Recruitment

'The Navigator's' life-size mech shows off Magic Leap's otherworldly potential 4
by John-Michael Bond [10.09.18]
Meow Wolf's crew of artists and developers specialize in creating vivid AR scenarios, and The Navigator, on display at L.E.A.P. was a stunning example of how Magic Leap can be used to enhance these experiences.
Design, Art, Video, Sponsored Article


Getting the World of "Sprint Vector" Over the Finish Line (by Kevin Andersen, Survios Technical Artist)  
by Lauren Irvine [10.15.18]
Survios Technical Artist Kevin Andersen discusses how multiplayer racer "Sprint Vector" brought a new level of design challenges, most notably: how do you design an aesthetically distinct world that's easily readable and render-able at 100mph--in VR?
Design, Art, VR

Video Game Deep Cuts: Smash That Magic Spiderweb  
by Simon Carless [10.14.18]
This week's highlights include a neat Smash Brothers interview, a review of Magic Leap's reveal party, and words of wisdom from Spiderweb Software, among many others.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Game Classics: Sonic the Hedgehog (1991)  
by Caleb Compton [10.09.18]
In this second in my "Game Classics" series, I look at some design lessons that can be learned from the original Sonic the Hedgehog. Find out how this iconic game and character came together, which elements of the game worked well, and which didn't!
Business/Marketing, Design, Programming, Art

Why Aquamarine's design needed 17 months to evolve  
by Patric Fallon [10.09.18]
Aquamarine, my upcoming point-and-click exploration game, began as something completely unlike what it is today. Without my 17-month process of experimentation and change, I would have never found the right structure to build around the game's core ideas.
Design, Production, Art, Indie

Video Game Deep Cuts: Uri Geller's Pessimistic Starlink  
by Simon Carless [10.07.18]
This week's highlights include Uri Geller vs. Pokemon, why we need pessimistic games, a look at Ubisoft's Starlink, & lots more besides.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Critique on data driven development  
by James Mearman [10.02.18]
In a time where collected data increasingly shapes how we create games I would like to offer my thoughts on how this same data is invoking it's own reality on how games are to be created.
Business/Marketing, Social/Online, Indie, Serious, Console/PC, Art, Production, Programming, Design, Smartphone/Tablet


Experius — Culver City, California, United States
[10.15.18]
Unreal 4 Environment Artist


Deep Silver Volition — Champaign, Illinois, United States
[10.15.18]
Studio Art Director


North Star Digital Studios — Kensington, Maryland, United States
[10.15.18]
Marketing Specialist- Remote or In-house


Digital Extremes Ltd. — London, Ontario, Canada
[10.15.18]
Senior Lighting Artist


Remedy Entertainment — Espoo, Finland
[10.15.18]
Senior Environment Artist


League of Geeks — South Melbourne, Victoria, Australia
[10.14.18]
Experienced 3D Character Artist


New York University Tisch School of the Arts — New York, New York, United States
[10.14.18]
Assistant Arts Professor, NYU Game Center


Skydance Interactive — Marina Del Rey, California, United States
[10.12.18]
VFX Artist
Skydance Interactive is looking for a talented Visual Effects Artist to join our VR game development studio. Our ideal teammate is skilled at creating visual effects in Unreal Engine 4, and has a strong understanding of materials and rendering.

Plarium Michigan Studio LP — Portage, Michigan, United States
[10.12.18]
Senior Game Developer
Senior Game Developer - Portage Michigan

Plarium Michigan Studio LP — Portage, Michigan, United States
[10.12.18]
Senior General Game Designer
Senior General Game Designer - Portage Michigan