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December 11, 2017
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Video Game Deep Cuts: A Far Cry From Wizard-Sniffing  
by Gamasutra Staff [12.11.17]
This week's top game articles/videos include the story behind Far Cry 5, a wizard-sniffing text adventure, the hillbillies of Grand Theft Auto Online, and lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

These are your juries for the IGF 2018 Design, Audio, and Student awards!  
by Staff [12.04.17]
A diverse array of lauded developers and industry professionals make up the juries of the GDC 2018 Independent Games Festival, who will decide the finalists for next year's awards.
Audio, Design, Indie, IGF

Video Game Deep Cuts: Dream Of A Million Onions  
by Gamasutra Staff [12.03.17]
This week's best articles and visuals around games include a podcast about Dream Daddies, a wonderful video profile of Million Onion Hotel creator Yoshiro Kimura, and lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Video Game Deep Cuts: HAL In The Clouds, Monster-Free  
by Gamasutra Staff [11.26.17]
The latest Video Game Deep Cuts includes a look at HAL Laboratory's last self-published title, a poke at a famous game artwork's use of Mario's clouds, and how SOMA's patch allows you to play sans monsters.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing

Q&A: Musical scoring with SFX in mind for Call of Duty: WWII
by Chris Kerr [11.22.17]
"Call of Duty: WWII used original recordings of historically-accurate weaponry and vehicles, so we wanted to make sure the sound design would be unobstructed by musical elements."
Audio, Console/PC, Video

Video: Scoring Hell - Creating the music of Diablo III: Reaper of Souls  
by Staff [11.21.17]
At GDC 2015, a panel of folks who worked onDiablo III: Reaper of Souls offered fellow devs some insight into the strategies and challenges for scoring Hell.
Audio, Console/PC, Video, Vault


Video Game Music Composers: New VR Headphones  
by Winifred Phillips [12.11.17]
How does headphone technology impact a virtual reality experience? Video game music composer Winifred Phillips discusses three headphone models targeting the VR marketplace, to see what new technologies are being proposed to facilitate VR audio.
Audio, VR

Video Game Deep Cuts: A Far Cry From Wizard-Sniffing  
by Simon Carless [12.11.17]
This week's top game articles/videos include the story behind Far Cry 5, a wizard-sniffing text adventure, the hillbillies of Grand Theft Auto Online, and lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Here's How Audio Can Help Your Products Make More $$$  
by Kian How Yoa [12.05.17]
This article shows you what you can do with audio to help your games make more money
Audio, Smartphone/Tablet, Social/Online, Indie, Serious, Console/PC, Art, Production, Design, Business/Marketing, VR

Opposing Viewpoints of Virtual Reality  
by Ashlye Kaczmarek [12.04.17]
Virtual Reality is still new to our world and there is still things that need to be worked on. The virtual world is growing, but not everyone is so supportive of its breakthrough. This paper discusses the opposing viewpoints of the every growing VR world.
Audio, Business/Marketing, Design, Programming, Production, Art, Indie, VR

Video Game Deep Cuts: Dream Of A Million Onions  
by Simon Carless [12.03.17]
This week's best articles and visuals around games include a podcast about Dream Daddies, a wonderful video profile of Million Onion Hotel creator Yoshiro Kimura, and lots more.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, VR

Why Most Modern Game Soundtracks Are Lifeless and Boring(Inspired by the Marvel Symphonic Universe Video)  
by Kian How Yoa [11.29.17]
These days, most games across the range of indie, console, mobile are suffering from a very cancerous disease - Lack Of Originality aka "everything sounds the same" and/or "the music is there for the sake of being there". Read on to find out why.
Audio, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet, VR


Bartlet Jones Supernatural Detective Agency Inc. — San Diego, California, United States
[12.11.17]
Senior Character Artist
The Bartlet Jones Supernatural Detective Agency is looking for a Senior Character Artist to provide leadership and hands-on art creation to an unannounced Unreal Engine based game. The role will work closely with the Creative Director, Art Director, Engineers, Designers and Tech Artists to bring characters to life in the game.

Insomniac Games — Burbank, California, United States
[12.11.17]
Lead Facial Animator
A Lead Facial Animator wanted for Insomniac Games

Crate Entertainment — Boston Area (or work remotely), Massachusetts, United States
[12.11.17]
Gameplay / Engine Programmer


Weta Workshop — Wellington, New Zealand
[12.10.17]
Senior Producer


Giant Enemy Crab — Seattle, Washington, United States
[12.10.17]
Back-End Services Engineer
We’re looking for a full-time Cloud Services Administrator / Engineer to work on our upcoming session-based multiplayer FPS Due Process. Due Process is an adversarial SWAT shooter that delivers on planning and coordination. Each round, two teams of five confront each other in an attack/defend mission on a procedurally-generated level. Before action, each team draws out a plan of attack or defense using SWAT equipment such as breaching charges, flashbangs, ballistic shields, and night vision goggles.

TheWaveVR — Austin, Texas, United States
[12.09.17]
GAME DESIGNER / PRODUCT MANAGER
You'll be in charge of designing, implementing, and tuning game mechanics in the world's first interactive music concert platform. How do you gamify a social platform based around next level networked CG raves? You tell us! We want you to help us tow the fascinating lines between games, social experience, and fine art. You'll get to be on the fore front of this new interactive genre that we're pretty much bringing into existence through sheer will.

TheWaveVR — Los Angeles, California, United States
[12.09.17]
3D GENERALIST
Positions available in AUSTIN or LOS ANGELES. You'll spend your days modeling, texturing, UV mapping all kinds of assets for TheWaveVR- everything from character concepts, to luminous, interstellar terrain to virtual champagne bottles. You'll dabble a bit in lighting design as well, setting the mood just right in the virtual club. You'll collaborate with our designers on making these spaces feel otherworldly, yet welcoming. You're also comfortable diving into shaders, effects, and making sure it's all optimized and running like butter.

TheWaveVR — Austin, Texas, United States
[12.09.17]
QA LEAD / COMMUNITY MANAGER


TheWaveVR — Austin, Texas, United States
[12.09.17]
SOFTWARE ENGINEER GENERALIST
What does the future of music in VR look/sound/feel like? You'll be helping define that. You'll work with Design to prototype and implement new interactive experiences for the world's first social platform for VR music concerts. You'll help architect and build well-engineered systems that encompass the entire social experience: from music performance tools to graphics effects to managing user account credentials to iterating on virtual glowstick interactions.

TheWaveVR — Austin, Texas, United States
[12.09.17]
SERVER PLATFORM ENGINEER
Positions available in AUSTIN or LOS ANGELES. You'll be our lead backend developer, ensuring server stability as we radically change how people view music performances. You'll work with our team to build a mature media distribution system broadcasting real-time and stored content. You'll craft a well-engineered system with low operational overhead, and resolve system outages.